Open AccessJournal Article
Gamification in Education: What, How, Why Bother?
Joey J. Lee,Jessica Hammer +1 more
TL;DR: In this paper, the authors explore both the potential benefits and pitfalls of gamification in the context of education, and propose a framework to understand what gamification is, how it functions, and why it might be useful.
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Abstract: Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems. However, if gamification is to be of use to schools, we must better understand what gamification is, how it functions, and why it might be useful. This article addresses all three questions – what, how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.
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Citations
Scenario-based Serious Game to Teach about Healthcare
Renée Schulz,Berglind Smaradottir,Joakim Torbla Olsen,Andreas Prinz +3 more
- 01 Aug 2019
TL;DR: The project contributes a method and a tool to use scenarios for user testing of e health systems and services as well as an alternative method for teaching the complex domain of eHealth systems to unfamiliar users (e.g. highschool students).
5
Project SIGMA - An Online Tool to Aid Students in Math Lessons with Gamification Concepts
Armando M. Toda,Roberto Santos do Carmo,Ana Lucia da Silva,Jacques Duílio Brancher +3 more
- 01 Nov 2014
TL;DR: The project and implementation of an interactive online platform to aid junior and middle high school students in Math lessons and training for the Brazilian Mathematics Olympics of Public Schools (Olimpiada Brasileira de Matematica das Escolas Pablicas - OBMEP).
5
Mining and crafting a game to teach research methodology
Carl Marnewick,Jacqui Chetty +1 more
TL;DR: In this paper, gamification is used in various disciplines to elucidate complex problems, such as the science, technology, engineering, and mathematics disciplines, and to teach research methodology.
5
Aplicação da Tríplice Contingência da Análise Comportamental na Gamificação do Módulo de Ensino e Aprendizagem da Lógica Proposicional
Fernanda Pereira Gomes,Parcilene Fernandes de Brito,Heloise Acco Tives Leão,Fabiano Fagundes,Edna Dias Canedo +4 more
- 11 Nov 2019
TL;DR: In this article, the authors present the procedures performed for the presents the gamification process of the truth table module according to the concepts of the Three-Term Contingency of Behavior Analysis, which is included in a gamified platform called Logic Live, which assists academics and teachers in the process of teaching and learning the Logic discipline.
Engaging a Calculus Course with Telepresence through Gamification
Elvira G. Rincon-Flores,Eunice López-Camacho,Omar Olmos Lopez +2 more
- 27 Apr 2020
TL;DR: Gamification was applied to engage heterogeneous students in the calculus course with telepresence and holographic projection with positive acceptance by the students, improvement in attendance, and improvement in the second evaluation period grades.
5
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