2016
DOI: 10.1016/j.procs.2016.09.104
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Gamification in Education: A Board Game Approach to Knowledge Acquisition

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Cited by 85 publications
(54 citation statements)
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“…Each game we reviewed brought its own strengths and pitfalls in the context of teaching evolution; although none were perfect, all offered different insights into biological processes (Table 2). Overall, board games present an interactive and fun experience for many types of curricula (Sardone and Devlin-Scherer 2016;Taspinar et al 2016). We hope our evaluations can be a resource for instructors teaching many aspects of ecology and evolution.…”
Section: Resultsmentioning
confidence: 97%
See 1 more Smart Citation
“…Each game we reviewed brought its own strengths and pitfalls in the context of teaching evolution; although none were perfect, all offered different insights into biological processes (Table 2). Overall, board games present an interactive and fun experience for many types of curricula (Sardone and Devlin-Scherer 2016;Taspinar et al 2016). We hope our evaluations can be a resource for instructors teaching many aspects of ecology and evolution.…”
Section: Resultsmentioning
confidence: 97%
“…Overall, board games present an interactive and fun experience for many types of curricula (Sardone and Devlin‐Scherer ; Taspinar et al. ). We hope our evaluations can be a resource for instructors teaching many aspects of ecology and evolution.…”
Section: Resultsmentioning
confidence: 99%
“…More importantly, game design elements such as hints, quizzes, direction information, and geocaching (e.g., finding treasure using geographic information) can be utilized for visitors to access systematic information about attractions. In this regard, some studies have demonstrated that the function of real-time feedback allows users to recognize their progress and gain information in a timely manner, which, in turn, can facilitate the level of knowledge gain about evaluative places or attractions [19,52].…”
Section: Gamification and Knowledge Gainmentioning
confidence: 99%
“…As well as offering a social experience, the incorporation of games into the lives of children and adults alike offers an opportunity for learning (Taspinar, Schmidt, & Schuhbauer, 2016). Games that fall into the "edutainment" category support the shift in teaching from a listen-and-learn style to active learners methodology (Garris, Ahlers, & Driskell, 2003), with evidence of implementation of both digital and physical components or role playing games for learning in higher education (Lean, Moizer, Towler, & Abbey, 2006).…”
mentioning
confidence: 99%