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
Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills
Chih-Chao Hsu,Tzone-I Wang +1 more
TL;DR: It is demonstrated that TGTS with game mechanics plus the student-generated questions strategy can enhance students' engagement experiences and willingness to participate and be a reference for designing learning activities and developing an online puzzle-based game learning system to promote students’ learning of algorithmic thinking skills.
105
Effects of Gamification on Behavioral Change in Education: A Meta-Analysis.
Jihoon Kim,Darla M. Castelli +1 more
TL;DR: In this paper, a meta-analysis was performed using the following databases: The Academic Search Complete, Communication & Mass Media Complete, Education Source, ERIC, Library Information Science & Technology Abstracts, and PsycINFO.
104
Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
TL;DR: Students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology.
103
A systematic review of the use of gamification in flipped learning
TL;DR: In this paper, a systematic literature review on the use of gamification in flipped learning research is presented, which reveals that adding game elements into a flipped classroom yields higher motivation, participation and better learning performance.
103
Using gamification in an online community
Sanat Kumar Bista,Surya Nepal,Nathalie Colineau,Cecile Paris +3 more
- 14 Dec 2012
TL;DR: The design and implementation of a gamification model for online communities and its instantiation for a specific online community the authors have developed in collaboration with a government agency to support welfare recipients transitioning to work are outlined.
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Jane McGonigal
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