The 14th International Scientific Conference eLearning and Software for Education Bucharest, April 19-20, 2018 10.12753/2066-026X-18-042 The Advantages of Gamification and Game-Based Learning and their Benefits in the Development of Education Gabriel Călin NISTOR, Adrian IACOB Police Academy “Alexandru Ioan Cuza”,Aleea Privighetorilor Street 1A, Bucharest, Romania gb_nstr@yahoo.com, adi_iakob28@yahoo.com Abstract: In the United States, gamification is used in education for more than 10 years. Gamification is a procedure that employs certain game specific elements in different fields like education, health, sport or human resources. This process is known as "Human-Focused Design", as opposed to "Function-Focused Design." It's a design process that optimizes for human motivation in a system, as opposed to pure efficiency. Most systems are "function-focused", designed to get the job done quickly. This is like a factory that assumes its workers will do their jobs because they are required to. However, Human-Focused Design remembers that people in a system have feelings, insecurities, and reasons why they want or do not want to do certain things, and therefore optimizes for their feelings, motivations, and engagement. Since games have spent decades learning how to master motivation and engagement, we are now learning from games, and that is why we call it Gamification. Take for example Duolingo, a massive online collaboration which combines a free language-learning website with a paid crowdsourced text translation platform. The service is designed so that students can learn a given language online, while helping to translate websites and documents. The traditional motivational methods are less and less efficient and thus the companies are forced towards more attractive and innovative methods, fit for the psychological profile of the current generation, a generation raised and schooled in close connection with the technological progress. European Union started to show interest for these aspects, as proven by the Game-Based Learning and Gamification training course that was organized in Spain by the means of a European Commission project. Keywords: gamification; learning; innovation; m-learning. I. INTRODUCTION Gamification is the application of game-design elements in various non-game contexts, such as: human resources, health and education. Though the term “gamification” first appeared online in 2008, it did not gain popularity until 2010. Nick Pelling claims he was the one to create the term “gamification” in 2002, by which he described the application of computer game-design elements to electronic devices, in order to make them more appealable. A more rudimentary example for this term’s description and the way in which gamification works is the manner in which parents feed their children when they are little by turning that teaspoon into an airplane or the manner in which animals teach their pups to hunt when they are small. Gamification is used more and more by the large companies as a way of keeping their employees satisfied and relaxed, thus becoming more productive or as a way of recruitment by the human resources department. We live in an era of technology, of its fast-track development; children learn to use a tablet before they can walk, and this is why this phenomenon is so catchy among the current generation. Introducing it to education seems necessary and unavoidable at the same time, from primary to university education, including to the public order and national security-related education. 308