2018
DOI: 10.15390/eb.2018.7726
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Influence of Gamification Elements on Emotion, Interest and Online Participation

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Cited by 15 publications
(9 citation statements)
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References 81 publications
(77 reference statements)
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“…It was found that the use of gamification in the Graphics and Animation in Education course was an important contribution to the participation, motivation and success in the course. In line with the literature (Ding, Kim & Orey, 2017;Marique, de Poël, Verpoorten, & Hoebeke, 2018;Meşe & Dursun, 2018;O'Donovan, Gain & Marais, 2013), gamification emerged as a powerful tool that ensured the motivation and participation of the students in the course. Gamification increases the value of education and is a more effective method than traditional learning methods (Landers and Armstrong, 2017;Tsay et al, 2018).…”
Section: Conclusion and Suggestionsmentioning
confidence: 63%
“…It was found that the use of gamification in the Graphics and Animation in Education course was an important contribution to the participation, motivation and success in the course. In line with the literature (Ding, Kim & Orey, 2017;Marique, de Poël, Verpoorten, & Hoebeke, 2018;Meşe & Dursun, 2018;O'Donovan, Gain & Marais, 2013), gamification emerged as a powerful tool that ensured the motivation and participation of the students in the course. Gamification increases the value of education and is a more effective method than traditional learning methods (Landers and Armstrong, 2017;Tsay et al, 2018).…”
Section: Conclusion and Suggestionsmentioning
confidence: 63%
“…A game is a system in which players engage in an abstract challenge that involves rules, interaction, challenge, and feedback, resulting in measurable outcomes and often evoking an emotional response (Kapp, 2012). It has been concluded that feedback from digital gamification components attracts students' interest, and components such as awards and badges make students more fun and happy (Çağlar & Kocadere, 2015;Meşe & Dursun, 2018). These components in the game system can be effective in students' continuation of the game.…”
Section: Discussion Conclusion and Recommendationsmentioning
confidence: 99%
“…Es por eso que debería estar detallado al principio (Putz, Hofbauer, & Treiblmaier, 2020). Debe quedar claro para el estudiantejugador lo que obtendrá al participar en un viaje lleno de misiones, desafíos, niveles de dificultad, reglas y puntajes (Meşe & Dursun, 2018). En el caso de una actividad en el aula, el profesor también debe dejar claro qué recompensa obtendrá el ganador o grupo de ganadores por su esfuerzo.…”
Section: Por Una Propuesta De Gamificación Como Estrategia De Enseñan...unclassified