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
Gamification as Learning Scenario in Programming Course of Higher Education
Arturo Rojas-López,Elvira G. Rincon-Flores +1 more
- 15 Jul 2018
TL;DR: In this paper, the authors presented a pilot learning environment using gamification, for which emotional, social, narrative and progress dynamics were applied to a programming course at the Technological University of Puebla-Mexico.
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Establishing the Impact that Gamified Homework Portals Can Have on Students' Academic Motivation
Brittany Lynn Butler,Cheryl A. Bodnar +1 more
- 24 Jun 2017
TL;DR: Bodnar et al. as discussed by the authors used active learning techniques in undergraduate classes as well as integration of innovation and entrepreneurship into the engineering curriculum to improve student perception of the classroom environment, motivation and learning outcomes.
Assessing motivation and capacity to argue in a gamified seminar setting
Shigeki Ohira,Kousuke Kawanishi,Katashi Nagao +2 more
- 01 Oct 2014
TL;DR: The results of integrating a gamification framework in a conference system as a scheme for enhancing and sustaining motivation to participate in seminars, and as a way to evaluate and visualize improvement in students' capacity to argue are discussed.
14
Artificial Intelligence in Education: Integrating Serious Gaming into the Language Class ClassDojo Technology for Classroom Behavioral Management
TL;DR: This study has shown a crystal clear improvement in terms of discipline, motivations and classroom participation, suggesting the great need to conduct more research with a view to determine if these areas could be positively or negatively impacted when integrating ClassDojo in classroom management on a large scale.
14
Gamification as a Teaching Resource for English-Medium Instruction and Multilingual Education at University
María del Mar Sánchez Pérez,Alicia Galera Masegosa +1 more
- 01 Jan 2020
TL;DR: Gamification has emerged in recent years as a resource that incorporates game-related elements and mechanics into the classroom to foster students' motivation, engagement, and further competences as mentioned in this paper.
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