2016
DOI: 10.1007/978-3-319-39583-8_17
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The Bright and Dark Sides of Gamification

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Cited by 86 publications
(50 citation statements)
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References 17 publications
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“…Technology-enhanced learning environments may benefit from design features to prevent students from boredom state [Jackson and McNamara 2013]. Therefore, there is a growing interest in applying gamification -the use of game elements in nongame contexts [Deterding et al 2011, Werbach and Hunter 2015] -in these environments to boost students' engagement, learning and motivation [Andrade et al 2016, Dermeval et al 2017. Results from existing studies are increasingly showing some of the gamification benefits on users' psychological and behavioral outcomes, including in the educational context [Hamari et al 2014, Subhash andCudney 2018].…”
Section: Introductionmentioning
confidence: 99%
“…Technology-enhanced learning environments may benefit from design features to prevent students from boredom state [Jackson and McNamara 2013]. Therefore, there is a growing interest in applying gamification -the use of game elements in nongame contexts [Deterding et al 2011, Werbach and Hunter 2015] -in these environments to boost students' engagement, learning and motivation [Andrade et al 2016, Dermeval et al 2017. Results from existing studies are increasingly showing some of the gamification benefits on users' psychological and behavioral outcomes, including in the educational context [Hamari et al 2014, Subhash andCudney 2018].…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, while we can present the design ideas created by college students, we cannot confirm they are good. In some cases, we can draw from existing research (Andrade, Mizoguchi, & Isotani, 2016) to ascertain that some of the design ideas were problematic (e.g., leaderboard ranking parents), while others present technical challenges. The user-centered design process requires multiple iterations to get a specific design pattern correct before implementation.…”
Section: Discussionmentioning
confidence: 99%
“…Diversos trabalhos discutem os benefícios relacionados ao uso da gamificação em ambientes educacionais, dentre eles os mais citados são a melhoria no engajamento, no processo de aprendizagem ou maestria de habilidades e, também, mudanças positivas de comportamento (Borges et al, 2014). Apesar dos diversos resultados positivos apresentados na literatura, estes só podem ser alcançados a partir de um bom planejamento (Dicheva et al, 2015;Zichermann & Cunningham, 2011;Andrade et al, 2016).…”
Section: Introductionunclassified