Gamification refers to use technological innovations to 'gamify' learning by borrowing aspects of games courses and lessons. The idea behind gamification is that it will increase student’s learning by engaging them more actively, also in higher education.
H5P makes it easy to create interactive content by providing a range of content types for various didactical needs. All kinds of interesting and useful didactical situations can be made with help of H5P. For example: course presentation, interactive video, memory game, various MC and essay questions with feedback options, collage, dialog cards, drag and drop, find multiple hotspots, image sequencing, et cetera.
Teachers can prepare short E-learning courses by themselves, prepare necessary extra explanation of difficult subjects or to use all kind of didactical activities using ICT. These activities can be presented through a digital learning environment or websites.
H5P is an open source community driven project. In the library there are already around 35 possibilities. The purpose of the project is to develop more of these didactical activities.
See also the other articles about gamification on this website.