Affiliation:
1. Christ University, India
Abstract
This chapter offers a thorough examination of the uses, advantages, and difficulties of gamification in higher education. In contrast to game-based learning, gamification uses specific game features to improve the learning experience. This chapter investigates the use of gamification to engage and inspire Generation Z (Gen Z) pupils with the goal of enhancing their academic performance. It underlines the necessity for game development that increases motivation and engagement in educational settings and highlights the measurement of student progress based on completed activities. Effective instructional approaches are crucial in a time where there is a constant stream of information and people have short attention spans. A promising approach to overcoming these difficulties in both online and offline education utilizing ICT technologies is offered as gamified microlearning, which combines microlearning and games.