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
Intrinsic Motivation Factors in Gamified Photography Learning: Direct and Indirect Effects
Domenic Dini,Leping Liu +1 more
TL;DR: In this article, the authors explored the motivation components in gamified design that linked to learning outcomes in a gamified photography curriculum and found that curiosity and control were directly linked with learning outcomes while challenge had an indirect link to learning outcome.
A synthesis framework of constructivist via gamification-based learning environments model to enhance self-regulation for undergraduate students
Srisuda Daungtod,Sumalee Chaijareon +1 more
- 10 Jan 2019
TL;DR: In this article, a synthesis framework of constructivist via gamification-based learning environments model to enhance self-regulation for undergraduate students was presented, which consisted of four crucial bases as the following: 1) the activation of cognitive structure and enhance selfregulation, 2) the support for adjusting cognitive conflict, 3) support for extending the cognitive structure, 4) support and enhancing self-regression.
3
L'aprenentatge basat en el joc: aplicació a l'assignatura de Gestió de la Qualitat
Merce Bernardo,Pilar Presas,Daniel Bernard,María Carmen Gracia,María Pilar López-Jurado,Rubén Huertas-García,Raúl Escalante +6 more
- 09 Jan 2017
TL;DR: In this article, the authors present an experientia de creacio i aplicacio of a joc de pregunta-resposta similar al Trivial Pursuit, pero adaptant-lo al contingut de l'assignatura de Gestio de la Qualitat.
Gamification in Marketing
TL;DR: In this article , the authors evaluated the gamified marketing activities from the perspective of customer value and showed that gamification can have an impact on the attitudes and behaviors of consumers towards brands, products, and services by increasing experience and value for them.
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Marketing differences study motivations between Luso and Brazil students
Ricardo Gouveia Rodrigues,Rui Silva,Carmem Pereira Leal,Emerson Wagner Mainardes +3 more
- 01 May 2021
TL;DR: In this article, the authors applied the Academic Motivation Scale to 156 students (82 PT and 74 BR) to measure their motivation and understand significant differences in motivation between Portuguese and Brazilian students.
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