2019
DOI: 10.1088/1742-6596/1358/1/012064
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Impact of Implementing Game Elements in Gamifying Educational Environment: A Study

Abstract: Gamification is the use of game elements in a non-gaming environments. The aims of implementing game elements in gamifying educational environment is to make the learners engaged and motivated in the learning process. But, some of the research result giving bad impacts in implementing gamification in education. The objective of this research is to study the impact of implementing game elements in education. The aim of this research is to study which game elements is most commonly used in gamifying educational … Show more

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Cited by 8 publications
(4 citation statements)
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“…When speaking about more difficult-to-understand knowledge, students have built knowledge by feeling the game, helping Students Improve Intrinsic Motivation [3]. The teaching technique of Gamification can show abstract knowledge concretely so that students not only get pleasure but also learn knowledge, arouse students' interest in learning, promote the development of students' cognition, and cultivate students' self-confidence [4]. The way of games aligns more with the psychological characteristics of elementary school students who are active and curious about everything.…”
Section: The Role Of Gamification In Student Developmentmentioning
confidence: 99%
See 1 more Smart Citation
“…When speaking about more difficult-to-understand knowledge, students have built knowledge by feeling the game, helping Students Improve Intrinsic Motivation [3]. The teaching technique of Gamification can show abstract knowledge concretely so that students not only get pleasure but also learn knowledge, arouse students' interest in learning, promote the development of students' cognition, and cultivate students' self-confidence [4]. The way of games aligns more with the psychological characteristics of elementary school students who are active and curious about everything.…”
Section: The Role Of Gamification In Student Developmentmentioning
confidence: 99%
“…In such cases, teachers will prefer to choose traditional teaching methods. In traditional education, it is difficult to keep students' enthusiasm and initiative [4]. Teachers support teaching Gamification to motivate students, but they need further support to build on their implementation skills, mainly through further learning and practice [10].…”
Section: The Current Problems Faced In the Primary School Classroommentioning
confidence: 99%
“…Besides, the students are also able to use game elements in non-game environments (Durin et al, 2019) to solve problems (Su & Cheng, 2015) and induce good behaviors in learning (Khaleel et al, 2020). Gamification can be defined as a concept that introduces game elements to non-game activities (Faiqah et al, 2019).…”
Section: Literature Reviewmentioning
confidence: 99%
“…La gamificación se define como la utilización de elementos significativos del juego (digitales o analógicos) en un contexto nó lúdico como es la enseñanza universitaria. Por lo tanto, la manera de gamificar una sesión o una asignatura puede ser a través de diferentes alternativas, entre ellas: el uso de PBL (Points, Badges y Leaderboards) (Prieto, 2020;García-Mireles, Morales-Trujillo, 2020), la creación de narrativas y personajes o avatares (Bejamin, 2019;Durin, Lee, Bade, On y Hamzah, 2019), entre otras. No obstante, una de las posibilidades más empleadas en la educación superior es el empleo de aplicaciones digitales para gamificar, tales como «Kahoot», «Plickers», etc.…”
Section: Introductionunclassified