2018
DOI: 10.1016/j.compedu.2018.08.018
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Need-supporting gamification in education: An assessment of motivational effects over time

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Cited by 195 publications
(108 citation statements)
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“…Methodology used for the Hybrid Learning Model and research implementation. 4. Results and discussion of the experiment.…”
Section: Astesj Issn: 2415-6698mentioning
confidence: 99%
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“…Methodology used for the Hybrid Learning Model and research implementation. 4. Results and discussion of the experiment.…”
Section: Astesj Issn: 2415-6698mentioning
confidence: 99%
“…The application integrates gamification principles by implementing ranking systems for its users and providing in-app virtual currencies that can be spent on rewards. While these gamification elements may produce shortterm motivation and engagement, studies from [4] have shown that gamification elements often offer only short-term engagement and a research by [5] have revealed that external rewards tend to eventually undermine students' internal motivation over time. The research reveals that once the temporary external stimuli from the gamification elements disappear, users' motivation usually disappears along with it.…”
Section: Introductionmentioning
confidence: 99%
“…Future research projects into the development of augmented reality applications for educational purposes should be aware of the requirements of the users to engage with a system, along with the potential hazards that they will face when interacting with it. The studies show that technology is effective for motivating learners [35,36], stimulating interest and building short term memory [4]. We seek to utilize the knowledge gained from this review in our upcoming collaboration with the Neuengamme Holocaust Memorial Site, with whom we are collaborating to develop an augmented reality application for educational purposes.…”
Section: Discussionmentioning
confidence: 99%
“…This is a positive impact upon education as it provides an individual catering to each student, rather than making assumptions about what speed a class is comfortable with. The criteria to achieve this level of autonomy are fun, challenge and curiosity 11] and must satisfy the users' needs for autonomy, competence and relatedness [35].…”
Section: How Effective Is Augmented Reality In Classroom Environments?mentioning
confidence: 99%
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