2023
DOI: 10.3390/encyclopedia3040089
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Gamification in Education

Athanasios Christopoulos,
Stylianos Mystakidis

Abstract: Gamification, or gameful design, refers to the strategic application of game design principles, mechanics, and elements into non-game environments. It is often facilitated using digital platforms, aiming to solve problems, increase engagement, and motivate individuals towards their goals. The technique fosters a gameful and interactive experience, enhancing perceived autonomy, competence, and relatedness among users. With roots in fields like education, business, marketing, and services, gamification is a vers… Show more

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Cited by 36 publications
(14 citation statements)
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“…Central to this concept is the idea of ’gamification affordances,’ which refers to the characteristics of a gamified system that enable specific user interactions. These affordances are designed to transform the learning experience into a more game-like and engaging activity, leveraging elements such as points, badges, leaderboards, and narratives [ 12 – 14 ]. This approach has been theorized to facilitate deeper cognitive processing, enhance motivation, and promote a more active and participatory form of learning.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Central to this concept is the idea of ’gamification affordances,’ which refers to the characteristics of a gamified system that enable specific user interactions. These affordances are designed to transform the learning experience into a more game-like and engaging activity, leveraging elements such as points, badges, leaderboards, and narratives [ 12 – 14 ]. This approach has been theorized to facilitate deeper cognitive processing, enhance motivation, and promote a more active and participatory form of learning.…”
Section: Literature Reviewmentioning
confidence: 99%
“…To exemplify, learners get the opportunity to create their own avatars, and at the same time, during lessons, they can chat with their classmates or open their microphones and speak. One would point out that the gamified aspects of this application are far more tempting, even for the most bored student, to try at least once [21]. At the same time, it is crucial to point out that immersive VR, just like a plethora of technological advances, has several drawbacks and limitations in educational settings, some of the most evident being its high cost, motion sickness, and suggested age limits.…”
Section: Background 21 Virtual Reality In Educationmentioning
confidence: 99%
“…This strategy involves incorporating game design elements and structures, introducing gaming practices into contexts that originally had no connection to entertainment (Alsawaier, 2018). It is worth noting that gamification distinguishes itself from traditional approaches, which introduce components devoid of fun into gaming environments, where a task is incorporated into the playful experience (Christopoulos & Mystakidis, 2023). In contrast, gamification does not turn the teaching and learning process into a game but applies the motivational properties typical of games to other teaching activities.…”
Section: Gamification In Education In Scmmentioning
confidence: 99%