2019
DOI: 10.1186/s40561-019-0085-2
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Engaging children with educational content via Gamification

Abstract: Gamification is the application of game mechanisms in non-gaming environments with the objective of enhancing user experience. In this paper, we investigate the effectiveness of gamification in educational context, i.e. teaching numeracy at a primary school level. We study the appealing characteristics of engaging computer games from children's point of view, and investigate whether embedding the proposed characteristics into an educational tool enhances children's learning. The main characteristics we identif… Show more

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Cited by 58 publications
(41 citation statements)
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“…Gamification has been extensively used in educational environments and instructional practices (Dichev and Dicheva 2017) to enhance students' engagement and motivation through the employment of game design elements outside of a fully-fledged game (Barata et al 2015;Deterding et al 2011;Kapp 2012;Nand et al 2019). While recognizing the available game elements and choosing which of them must be employed in gamified environments are not trivial tasks, some gamification frameworks are aiming to help designers with that.…”
Section: Introductionmentioning
confidence: 99%
“…Gamification has been extensively used in educational environments and instructional practices (Dichev and Dicheva 2017) to enhance students' engagement and motivation through the employment of game design elements outside of a fully-fledged game (Barata et al 2015;Deterding et al 2011;Kapp 2012;Nand et al 2019). While recognizing the available game elements and choosing which of them must be employed in gamified environments are not trivial tasks, some gamification frameworks are aiming to help designers with that.…”
Section: Introductionmentioning
confidence: 99%
“…It is interesting to see the study results in New Zealand that compared two groups of children aged 9-10 years. This study concludes that the application used in gamification, which is enriched with many fun features, can increase students' engagement in the learning process [35]. But let's look at the examples of gamification above at the higher education level.…”
Section: • the Example Of Gamification In Higher Education Inmentioning
confidence: 82%
“…In [ 17 ], the authors explore the effect of digital games on students’ scientific competencies. In [ 18 ], the authors investigate the effectiveness of gamification in teaching numeracy in primary school.…”
Section: Background and Related Workmentioning
confidence: 99%