2022
DOI: 10.4018/978-1-6684-4461-0.ch012
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Gamification Techniques Capitalizing on State-of-the-Art Technologies

Abstract: Teachers incorporate gamification techniques and game-based learning (GBL) into the learning material rapidly. Technological advancements on the world wide web have essentially assisted GBL as it has allowed the creation of many educational platforms and applications. Despite these web applications' advancements, technology has more to offer than a just website, moving into virtual worlds, enhancing the real world with digital content and artefacts, using users' geolocation to navigate them into learning mater… Show more

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“…The study was motivated by a need to explore how gaming technology impacts the design and delivery of education across a diversity of knowledge domains. The study builds on the work of Kalogiannakis et al (2021), who reviewed available literature on the state of gamification in science education, Zourmpakis et al's (2022) study of elementary teacher's use of adaptive gamification in science education, and a study exploring the use of contemporary gamification techniques by teachers in a range of disciplines (Logothetis et al, 2022). To fulfil the aim, this paper adopts a bibliometric approach to identify and describe gamification usage in education with respect to knowledge domains, education level (primary, secondary, tertiary), and more general applications.…”
Section: Study Purposementioning
confidence: 99%
“…The study was motivated by a need to explore how gaming technology impacts the design and delivery of education across a diversity of knowledge domains. The study builds on the work of Kalogiannakis et al (2021), who reviewed available literature on the state of gamification in science education, Zourmpakis et al's (2022) study of elementary teacher's use of adaptive gamification in science education, and a study exploring the use of contemporary gamification techniques by teachers in a range of disciplines (Logothetis et al, 2022). To fulfil the aim, this paper adopts a bibliometric approach to identify and describe gamification usage in education with respect to knowledge domains, education level (primary, secondary, tertiary), and more general applications.…”
Section: Study Purposementioning
confidence: 99%