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
The Place of Gamification in the Educational Context
Maria Ridda
- 20 May 2022
TL;DR: In this paper , the authors investigate how gamification can be used in educational institutions, its function, and how to apply game principles in this context as successfully as possible, and reveal what place gamification in schooling holds, how it affects people, and what students take away from the progressive idea.
An Informal Methodology for Teaching Through Virtual Worlds: Using Internet Tools and Virtual Worlds in a Coordinated Pattern to Teach Various Subjects
Claudio Pacchiega
- 01 Jan 2017
TL;DR: The target of this chapter is to provide an insight on an informal methodology exploiting the strongest possibilities of Virtual Reality worlds, as a viable effective and rewarding tool both for teachers and students to assist in Educational classes on many teaching subjects.
Planejamento Instrucional do Curso Virtual “Revisão de Física para o Enem”
Newton Flávio Corrêa Molina,Carlos Eduardo Corrêa Molina,Rogério Melloni +2 more
- 17 Apr 2017
TL;DR: O presente trabalho tem por objetivo apresentar o planejamento instrucional do curso virtual "Revisao de Fisica for o ENEM" as mentioned in this paper.
False friends’ en metodologías innovadoras: una revisión narrativa
Paula Cartagena-Ceballos,Salvador García-Martínez,Alberto Ferriz-Valero +2 more
- 22 Sep 2021
TL;DR: In this article, the authors reviewed the most relevant articles that employ gamification, game-based learning (GBL) and within the latter, two strategies that are booming such as the Escape Room and Educational Breakouts (BreakoutEdu).
References
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Jane McGonigal
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TL;DR: McGonigal et al. as mentioned in this paper found that games benefit us mentally and emotionally when we play up to 3 hours a day, or 21 hours a week, and that if we spend all our time competing with others, we miss out on the special benefits of co-op play.
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