Gamification as a possible way of motivating the alpha generation in faith education This paper deals with gamification as a possible form of motivating
the Generation Alpha in religious education. To do so, it briefly describes the characteristics of the Generation Alpha and then examines the mechanisms of motivation. The paper briefly describes the characteristics of gamification in education and then examines how it can be applied in religious education. To illustrate this, it presents gamified assessment as one possible method. Gamification offers a toolkit for engaging, motivating and assessing religious education students in a way that is familiar and playful to the Generation Alpha.
Keywords: generation, Generation Alpha, gamification, gamification, evaluation, religious education