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
Investigation of Video Game Players' Informal Learning Experiences and Their Influence on Learning English as a Foreign Language
24 Jun 2022
TL;DR: In this article , the authors identify the influence of multiplayer online games on the acquisition of English as a foreign language (EASL) and find that most participants choose to communicate instead of remaining silent.
ao em Ambientes Educacionais Ub´ iquos
Hiran Nonato,M. Ferreira,Paula C. Souza,Samuel Chagas,Renan G. Cattelan +4 more
- 01 Jan 2015
TL;DR: This paper presents the process of design and development of a software module for gamification in Ubiquitous Learning Environments (ULEs), and describes its integration to a real ULE application and its use together with collaborative mechanisms for the extension and enrichment of educational content.
Using Gamification in Open and Distance Learning: Management of Learning and Human Resources
Serap Uğur,Yusuf Levent Şahin +1 more
- 01 Jan 2017
TL;DR: This paper aims to review the literature in order to find out how and where gamification could be used in the management processes of open and distance learning systems.
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Jane McGonigal
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