2018
DOI: 10.1016/j.chb.2017.10.001
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A qualitative investigation of student perceptions of game elements in a gamified course

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Cited by 173 publications
(120 citation statements)
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References 42 publications
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“…Many previous studies have also reported that using leaderboard as a gamification technique in the learning process would increase students' motivation (Kuo & Chuang, 2016;Roosta, Taghiyareh, & Mosharraf, 2016) by creating a social comparison among the learners which motivate them to increase their contribution rate . Students' engagement in the learning task can be also increased with leaderboards Kim et al, 2016) based on the sense of reputation a learner may attain when he/ she get a higher rank as compared with others (Aldemir, Celik, & Kaplan, 2018). This can enhance students' interactions with the subject under discussion and, eventually, increase their scores.…”
Section: Leaderboardsmentioning
confidence: 99%
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“…Many previous studies have also reported that using leaderboard as a gamification technique in the learning process would increase students' motivation (Kuo & Chuang, 2016;Roosta, Taghiyareh, & Mosharraf, 2016) by creating a social comparison among the learners which motivate them to increase their contribution rate . Students' engagement in the learning task can be also increased with leaderboards Kim et al, 2016) based on the sense of reputation a learner may attain when he/ she get a higher rank as compared with others (Aldemir, Celik, & Kaplan, 2018). This can enhance students' interactions with the subject under discussion and, eventually, increase their scores.…”
Section: Leaderboardsmentioning
confidence: 99%
“…In addition, helping the instructors to improve their technological skills is a vital aspect that can be crucial to the overall success of integrating gamification into learning activities. Aldemir et al (2018) stated that it is difficult to use single gamification element to evaluate its effectiveness in promoting students' perceptions. Çakıroğlu, Başıbüyük, Güler, Atabay, and Memiş (2017) reported that students who did not achieve a desirable performance showed negative views about the effectiveness of the gamification process.…”
Section: Challengesmentioning
confidence: 99%
“…"On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking" 8 41 (McDaniel, Lindgren & Friskics, 2012) "Using badges for shaping interactions in online learning environments" 9 21 (Borras-Gene, Martiñez-Nuñez & Fidalgo-Blanco, 2016) "New challenges for the motivation and learning in engineering education using gamification in MOOC" 10 19 (Yildirim, 2017) "The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons" 11 19 (Osipov, Nikulchev, Volinsky & Prasikova, 2015) "Study of gamification effectiveness in online e-learning systems" 12 19 (Olsson, Mozelius & Collin, 2015) "Visualisation and gamification of e-learning and programming Education" 13 14 (Kyewski & Krämer, 2018) "To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course" 14 12 (Kasurinen & Knutas, 2018) "Publication trends in gamification: A systematic mapping study" 15 11 (Aldemir, Celik & Kaplan, 2018) "A qualitative investigation of student perceptions of game elements in a gamified course" 16 11 (Llorens-Largo et al, 2016) "Gamification of the learning process: Lessons learned" Fuente: Autoras.…”
Section: Rankingmentioning
confidence: 99%
“…Sin embargo, los alcances de la Gamificación no se enfocan únicamente en la educación básica, existen universidades que han aplicado con éxito técnicas de Gamificación como refuerzo a la educación tradicional, en donde se ha mostrado un incremento en la motivación de los alumnos y en su participación (Alhammad y Moreno, 2018;Çakıroğlu et al, 2017;Ebner y Holzinger, 2007). Una de las razones de que la Gamificación proporcione grandes beneficios en los alumnos, es el alto grado de aceptación por parte de los alumnos, la aceptación de la Gamificación ha mostrado una tendencia positiva, si el juego es diseñado de manera adecuada (Aldemir Celik y Kaplan, 2018). Por lo tanto, sugerir un concepto de diseño con juegos es un gran paso para mejorar la experiencia de aprendizaje en próximas generaciones (Lee y Doh, 2012).…”
Section: Introductionunclassified