2021
DOI: 10.17762/turcomat.v12i3.828
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A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects

Abstract: Gamification is a significant pedagogical approach employed to facilitate learning not limited in educational setting but also across other domains. This pedagogical approach is a hot topic among academics from various disciplines. Various studies domains including education, social sciences, healthcare, tourism, engineering, translation, nursing, arts and applied arts have ventured into gamification to aid learning. Different analysis measures were employed by the researchers to carry out studies on experimen… Show more

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Cited by 3 publications
(4 citation statements)
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“…Another definition offered by reference [8] describes gamification as a method used to provide various services in business contexts, but not specifically in education. On the other hand, reference [37] definition focuses on gamification as a broad term encompassing the integration of game-like elements and activities within educational technology platforms.…”
Section: Figure 1 Gamification Processmentioning
confidence: 99%
“…Another definition offered by reference [8] describes gamification as a method used to provide various services in business contexts, but not specifically in education. On the other hand, reference [37] definition focuses on gamification as a broad term encompassing the integration of game-like elements and activities within educational technology platforms.…”
Section: Figure 1 Gamification Processmentioning
confidence: 99%
“…This definition is related to the theory of service marketing that is why this definition is applied to other contexts but teaching. The definition proposed by Chou (2015), focuses on gamification as an umbrella term to apply game-like which means to integrate designed elements or activities into a technological educational context. Among the less employed definitions, the one proposed by Werbach (2014) stands out gamification as "the process of making activities more game-like" (p.3).…”
Section: Gamificationmentioning
confidence: 99%
“…According to Marczewski (2015), the main objective of games is to entertain students while learning. Chou (2015), for instance, considers games as incredibly powerful tools that teachers have in their hands to make students engage and interact with technology learning at the same time. However, he also states that this powerful tool needs to be used with a teaching-learning purpose where students feel the need to learn while playing.…”
Section: Gamification and Gamesmentioning
confidence: 99%
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