2022
DOI: 10.55612/s-5002-053-004
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Teachers’ Perception of Gamification as a Teaching Design

Abstract: This paper reports on a study investigating teachers’ experiences of using gamification as a teaching strategy, in combination with the use of contemporary and emergent technologies in K–12 education. More specifically, the aim was to explore and understand the opportunities and challenges teachers describe by using gamification in teaching. The study was conducted between 2014 and 2018 and included four sub-studies in which university students were given the task of designing gamified teaching activities for … Show more

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Cited by 4 publications
(3 citation statements)
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“…Overall, gamification serves as a valuable pedagogical tool for EFL teachers, offering benefits such as immediate feedback, a safe learning space for experimentation, and increased fun and engagement (Ahmad et al, 2024;Alqarni & Alabdan, 2022;Ismail et al, 2023;Latifah & Fauziah, 2022;Mårell-Olsson, 2022). By harnessing the power of gamification, teachers can create enriching learning experiences that empower students to take ownership of their learning, embrace challenges, and achieve success in their language learning journey.…”
Section: Introductionmentioning
confidence: 99%
“…Overall, gamification serves as a valuable pedagogical tool for EFL teachers, offering benefits such as immediate feedback, a safe learning space for experimentation, and increased fun and engagement (Ahmad et al, 2024;Alqarni & Alabdan, 2022;Ismail et al, 2023;Latifah & Fauziah, 2022;Mårell-Olsson, 2022). By harnessing the power of gamification, teachers can create enriching learning experiences that empower students to take ownership of their learning, embrace challenges, and achieve success in their language learning journey.…”
Section: Introductionmentioning
confidence: 99%
“…The implemented approach should be inclusive and cater to Students' needs, effectively contributing towards the achievement of their life goals, as addressed in [2]. To accomplish this, a virtually endless range of different approaches can be built, in which the limit is only the imagination of the creator, ranging from Role-Playing Games [3] to Virtual or Augmented environments [4].…”
mentioning
confidence: 99%
“…All this diversity results in opportunities for applying gamification in education in many different fields. The papers in this special issue address some of them, with examples in business [8], medicine [9], carpentry [4], and even for the training of teachers [10].…”
mentioning
confidence: 99%