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
Flipped Learning and E-Learning as Training Models Focused on the Metaverse
TL;DR: In this article , the authors used a pre-post quasi-experimental design of a group containing 173 Spanish high school students to understand which training approach (flipped learning or e-learning) helps students acquire better skills through a teaching and learning process in the metaverse.
Gamifying the process of innovating
TL;DR: Gamification is a new, rapidly growing trend impacting many areas of business such as learning and marketing as mentioned in this paper, and it has also been predicted to revolutionise the process of innovating.
Gamification as an Educational Technology Tool in Engaging and Motivating Students; an Analyses Review
Mageswaran Sanmugam,Norasykin Mohd Zaid,Hasnah Mohamed,Zaleha Abdullah,Baharuddin Aris,Salihuddin Md Suhadi +5 more
TL;DR: The role of gamification as an educational technology tool in engaging and motivating students is discussed in this article, based on analyses review of several literatures, where gamification refers to the inclusion of "gamefulness" to existing systems as opposed to creating an entirely new game.
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Training and Learning in e-Health Using the Gamification Approach: The Trainer Interaction
Pierpaolo Di Bitonto,Nicola Corriero,Enrica Pesare,Veronica Rossano,Teresa Roselli +4 more
- 22 Jun 2014
TL;DR: The solution adopted in UBICARE system, where the Gamification approach has been used for training and learning purposes, is presented and the trainer interaction is presented in order to keep the system up to date over time and to allow the definition of clinical cases tailored on the basis of users' needs.
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Engaging MOOC through gamification: Systematic mapping review
Elvira G. Rincon-Flores,María Soledad Ramírez Montoya,Juanjo Mena +2 more
- 16 Oct 2019
TL;DR: Results show that gamification in MOOC progresses according to the resources offered by the technological platform, and there are still opportunities for producing scientific publications.
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References
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Social Foundations of Thought and Action: A Social Cognitive Theory
Albert Bandura
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TL;DR: In this paper, models of Human Nature and Casualty are used to model human nature and human health, and a set of self-regulatory mechanisms are proposed. But they do not consider the role of cognitive regulators.
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Rules of Play: Game Design Fundamentals
Katie Salen,Eric Zimmerman +1 more
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Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal
- 20 Jan 2011
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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