2022
DOI: 10.3389/feduc.2021.630666
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Gamification in Everyday Classrooms: Observations From Schools in Hong Kong

Abstract: Gamification refers to the use of game elements in non-game context to improve user experience and engagement (Deterding et al., 2011a). The potential of games to make learning more engaging has been widely noted by educators and researchers. Many of the applications and research studies in this area focused on non-customizable digital games that are designed for a specific group and a narrow range of subject content. In actual classrooms, however, non-customizable digital games may not be flexible enough to e… Show more

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Cited by 12 publications
(13 citation statements)
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“…Due to this reason, it is delved into such common situations in the digital classroom, in addition to interconnecting the output of students with writing and reading actions at an early age. Indeed, it employs digital tools for literacy classroom in set learning conditions while proving its effectiveness and scope (Lam and Tse, 2022). Being these activities in which meaningful relationships are created, and social skills are forged in order to achieve L2, students with skills corresponding to their learning level.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Due to this reason, it is delved into such common situations in the digital classroom, in addition to interconnecting the output of students with writing and reading actions at an early age. Indeed, it employs digital tools for literacy classroom in set learning conditions while proving its effectiveness and scope (Lam and Tse, 2022). Being these activities in which meaningful relationships are created, and social skills are forged in order to achieve L2, students with skills corresponding to their learning level.…”
Section: Methodsmentioning
confidence: 99%
“…Attributable to this line of research, similar intents on student's motivation focus to ensure achievement can benefit from personality traits found in the classroom analysis, hinting a direct instruction in some cases. Indeed, engagement-led endeavours are advantaged in workflows' automatization, which are employed in elearning methodologies, without relinquishing learner engagement for effortless scoring and timing activities (Lam and Tse, 2022).…”
Section: Teacher-student Bonds As a Moulding Communication Skills Factormentioning
confidence: 99%
“…Due to this reason, it delved into such common situations in the digital classroom, in addition to interconnecting the output of students with writing and reading actions at an early age. Indeed, it employs digital tools for literacy classrooms in set learning conditions while proving its effectiveness and scope [72]. These activities in which meaningful relationships are created, and social skills are forged in order to achieve L2, students with skills corresponding to their learning level.…”
Section: Methodsmentioning
confidence: 99%
“…Attributable to this line of research, similar intents on student's motivation focus to ensure achievement can benefit from personality traits found in the classroom analysis, hinting a direct instruction in some cases. Indeed, engagement-led endeavours are advantaged in workflows' automatization, which are employed in e-learning methodologies, without relinquishing learner engagement for effortless scoring and timing activities [72].…”
Section: Teacher-student Bonds As a Moulding Communication Skills Factormentioning
confidence: 99%
“…It is said that by dramatically altering the roles of educators and learners, game-based learning has unquestionably changed conventional teaching methods (Kottob & Ibrahim). Researchers and educators have long recognised that games have the power to increase student engagement in learning (Lam & Tse, 2022). Gamification gives players feedback to track their progress toward goals, but players can also affect progress by their actions the way they play the games (Bayerl et al, 2019).…”
Section: Literature Reviewmentioning
confidence: 99%