2016
DOI: 10.21512/comtech.v7i3.2503
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Gamification of Learning: Can Games Motivate Me to Learn History?

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Cited by 7 publications
(6 citation statements)
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References 8 publications
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“…This paper goes someway to address the latter. However, sharing knowledge from polling experiences via academic peer-groups (perhaps managed by polling companies) to help provide support and drive innovation could enhance such learning.Research into the effects of different types of polling discussed in this paper would be beneficial to better understand how pedagogical theories such as scaffolding, the gamification of learning and negative learner characteristics (such as anxiety, loneliness and uncertainty) whereby “ the learners' emotional state before learning [is] an important predictor for learning success ” can be better served by polling strategies (Chowanda and Chowanda, 2016; Knorzer et al , 2016). Further research would also be beneficial in universities where technology-enhanced learning is not so embedded and also in cohorts of students where higher occurrence of ownership and more regular use of personal technologies for learning occur.Individual academics should:Embrace utilising the technologies that learners bring to the learning environment.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…This paper goes someway to address the latter. However, sharing knowledge from polling experiences via academic peer-groups (perhaps managed by polling companies) to help provide support and drive innovation could enhance such learning.Research into the effects of different types of polling discussed in this paper would be beneficial to better understand how pedagogical theories such as scaffolding, the gamification of learning and negative learner characteristics (such as anxiety, loneliness and uncertainty) whereby “ the learners' emotional state before learning [is] an important predictor for learning success ” can be better served by polling strategies (Chowanda and Chowanda, 2016; Knorzer et al , 2016). Further research would also be beneficial in universities where technology-enhanced learning is not so embedded and also in cohorts of students where higher occurrence of ownership and more regular use of personal technologies for learning occur.Individual academics should:Embrace utilising the technologies that learners bring to the learning environment.…”
Section: Discussionmentioning
confidence: 99%
“…(3) Research into the effects of different types of polling discussed in this paper would be beneficial to better understand how pedagogical theories such as scaffolding, the gamification of learning and negative learner characteristics (such as anxiety, loneliness and uncertainty) whereby "the learners' emotional state before learning [is] an important predictor for learning success" can be better served by polling strategies (Chowanda and Chowanda, 2016;Knorzer et al, 2016). Further research would also be beneficial in universities where technology-enhanced learning is not so embedded and also in cohorts of students where higher occurrence of ownership and more regular use of personal technologies for learning occur.…”
Section: Implications and Limitations Of This Studymentioning
confidence: 99%
“…Dentro este panorama, el número de investigaciones centradas en la aplicación de la gamificación en las materias de Ciencias Sociales sigue siendo muy inferior al de los estudios destinados a otras disciplinas académicas (Dichev & Dicheva, 2017;Kocakoyun & Ozdamli, 2018). Pese a ello, se ha demostrado que la gamificación -y el consiguiente incremento de la motivación que esta provoca entre los estudiantes-es capaz de mejorar los resultados de aprendizaje de la asignatura de Historia tanto en los niveles de Primaria (Li et al, 2019) como de Secundaria (Alshikhabobakr et al, 2020), señalándose que la aplicación de esta estrategia metodológica ayuda a recordar los nombres y la cronología de los acontecimientos históricos (Chowanda & Chowanda, 2016). Cabría preguntarse, en ese caso, hasta qué punto la memorización de datos equivale a una auténtica mejora de los procesos de enseñanza-aprendizaje de la Historia.…”
Section: Marco Teóricounclassified
“…It is empirically proven that gamification can increase students' interest and motivation and help them overcome their difficulties in taking history lessons. The use of gamification makes it easier for students to remember historical figures and events [22].…”
Section: Interests and Motivationmentioning
confidence: 99%