2016
DOI: 10.1007/s11528-015-0018-z
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Teaching Technology Integration to K-12 Educators: A ‘Gamified’ Approach

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Cited by 28 publications
(14 citation statements)
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“…The literature review showed that digital games are motivating and educationally effective [37] and improve the effectiveness of science in particular [38]. Some studies claim that digital educational games have improved learning and knowledge acquisition [32], [39], [40] in fact, most experimental studies show that gamification has a significant impact on motivation [41], engagement [26], [42], [43] and learning outcomes [44].…”
Section: B Gamification In Educationmentioning
confidence: 99%
“…The literature review showed that digital games are motivating and educationally effective [37] and improve the effectiveness of science in particular [38]. Some studies claim that digital educational games have improved learning and knowledge acquisition [32], [39], [40] in fact, most experimental studies show that gamification has a significant impact on motivation [41], engagement [26], [42], [43] and learning outcomes [44].…”
Section: B Gamification In Educationmentioning
confidence: 99%
“…Although the design decisions adequately addressed the gaming principles (Bonk & Dennen, 2005) and gamified elements (Kopcha et al, 2016), the beta testers, game moderators, students, and HAS staff identified several design failures during beta testing and the student implementation.…”
Section: Design Failuresmentioning
confidence: 99%
“…Educational environments also benefit from games to attract the attention of students (Crisp, 2014) who want to see entertainment and learning as a reward (Aybat, 2017;Prensky, 2002). In this sense, gamification is defined as the use of game design elements in non-game context offers important opportunities to make educational environments more exciting (Goehle & Wagaman, 2016;Hew, Huang, Chu, & Chiu, 2016;Kopcha, Ding, Neumann, & Choi, 2016).…”
Section: / 17mentioning
confidence: 99%