2015
DOI: 10.1002/jaal.426
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Gamification

Abstract: This article showcases the use of gamification as a means to turn an existing curriculum into a game‐based learning environment. The purpose of this article is to examine how gamification, coupled with effective pedagogy, can support the acquisition of 21st‐century skills. Gamifying content allows students to earn experience points, badges, and awards to “level up” through the curriculum by completing quests. We discuss the theoretical framework, New Literacies theory, which has informed our case study of one … Show more

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Cited by 86 publications
(29 citation statements)
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“…Token economies and variable reward systems are known to be highly motivating, and are very effective at shaping our behavior (Neyman, ). Recognizing this, to enhanced learning outcomes (Kingsley & Grabner‐Hagen, ), educators have begun to “gamify” learning, which simply means applying game‐based elements to a nongame situation (Deterding, Dixon, Khaled, & Nacke, ). Health researchers have also used gamification to increase fidelity to fitness programs or to catalyze adoption of healthier behaviors (Morford et al, ).…”
Section: Habitual Media‐usementioning
confidence: 99%
“…Token economies and variable reward systems are known to be highly motivating, and are very effective at shaping our behavior (Neyman, ). Recognizing this, to enhanced learning outcomes (Kingsley & Grabner‐Hagen, ), educators have begun to “gamify” learning, which simply means applying game‐based elements to a nongame situation (Deterding, Dixon, Khaled, & Nacke, ). Health researchers have also used gamification to increase fidelity to fitness programs or to catalyze adoption of healthier behaviors (Morford et al, ).…”
Section: Habitual Media‐usementioning
confidence: 99%
“…As Fuchs et al (2014) highlight, there are two ways of studying of gamification process: (i) in a general sense, as shown above with Huizinga (2009), regarding historical, social and cultural practices that take into account the pleasure as a relevant feature in different contexts, (ii) and in a specific sense in which game principles would be interesting to be applied in non-game contexts, an emphasis already attested by different authors (as DETERDING et al, 2011 quoted, but also ZICHERMANN;CUNNINGHAM, 2011;VIANNA et al, 2014;SCHLEMMER, 2014;KINGSLEY;GRABNER-HAGEN, 2015;LEFFA, 2014;LEFFA;PINTO, 2014). Actually, the study of gamification as a "limited practice" (FUCHS et al, 2014, p. 8) is related to different uses of gamification "as a means to embody the multifaceted, multimodal, and social aspects of New Literacies."…”
Section: Gamification As a Social Literacy Practicementioning
confidence: 77%
“…For vocabulary, it is a way to get students interested and excited about words, develop a playful context, and create a space for comprehensive vocabulary instruction. Gamification can benefit student engagement, motivation, and critical thinking (Deterding et al, 2011;Kingsley & Grabner-Hagen, 2015).…”
Section: Vocabulary By Gamificationmentioning
confidence: 99%
“…Badges, achievements, and rewards can help increase student motivation and provide feedback to students to document their progress in the game (Deterding et al, 2011;Kingsley, 2017;Kingsley & Grabner-Hagen, 2015). These mechanics can be earned for many different aspects of the gameplay, such as teamwork, engagement, creativity, grit, content mastery, or leveling up.…”
Section: Layers Of Engagement: Badges Achievements and Rewards Remmentioning
confidence: 99%