2023
DOI: 10.34190/ecgbl.17.1.1593
|View full text |Cite
|
Sign up to set email alerts
|

Effects of Gamifying Mathematics Lessons at High School Level

Michael Kickmeier-Rust,
Corsin Niggli

Abstract: Gamification encompasses the utilization of "playful" or "game-like" elements within non-gaming contexts. It finds diverse applications, primarily within the realms of education/training and the workplace, with the aim of enhancing teamwork and productivity. Nonetheless, the concept of gamification remains a topic of significant debate. Several authors caution that gamification may undermine intrinsic motivation to learn or perform, particularly among younger audiences. Furthermore, the research community incr… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...

Citation Types

0
0
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
references
References 26 publications
0
0
0
Order By: Relevance