Proceedings of the First International Conference on Gameful Design, Research, and Applications 2013
DOI: 10.1145/2583008.2583010
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Improving participation and learning with gamification

Abstract: In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The study was five years long, where the first three were non-gamified years, and the last two regarded two successive experiments of our gamified approach. To assess how gamification impacted the learning experience, we compared data from both gamified and non-gamifie… Show more

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Cited by 224 publications
(176 citation statements)
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“…Gamification has been used in a variety of settings, including healthcare, business, education, and productivity (Barata et al, 2013;Muntean, 2011;Pedreira et al, 2014). For example, Khan Academy rewards users for watching videos and solving math problems with points and badges (Barata et al, 2013;Haaranen, Ihantola, Hakulinen, & Korhonen, 2014) and Fitocracy uses gamification to motivate users to be more physically active (Barata et al, 2013;Goehle, 2013).…”
Section: Meaghan C Listermentioning
confidence: 99%
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“…Gamification has been used in a variety of settings, including healthcare, business, education, and productivity (Barata et al, 2013;Muntean, 2011;Pedreira et al, 2014). For example, Khan Academy rewards users for watching videos and solving math problems with points and badges (Barata et al, 2013;Haaranen, Ihantola, Hakulinen, & Korhonen, 2014) and Fitocracy uses gamification to motivate users to be more physically active (Barata et al, 2013;Goehle, 2013).…”
Section: Meaghan C Listermentioning
confidence: 99%
“…For example, Khan Academy rewards users for watching videos and solving math problems with points and badges (Barata et al, 2013;Haaranen, Ihantola, Hakulinen, & Korhonen, 2014) and Fitocracy uses gamification to motivate users to be more physically active (Barata et al, 2013;Goehle, 2013). The purpose of this research paper is to explore the effects of gamification on student motivation and performance at the postsecondary level.…”
Section: Meaghan C Listermentioning
confidence: 99%
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