Gamification in Learning and Education 2017
DOI: 10.1007/978-3-319-47283-6_4
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What is Gamification in Learning and Education?

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Cited by 86 publications
(98 citation statements)
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References 33 publications
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“…Video gaming is growing, not only as a gaming phenomenon but also as a field of study. Video gaming has been studied from a variety of different areas, such as rehabilitation of gait and balance problems (Ravenek et al, 2016), identifying gaming disorder (Kaptsis et al, 2016), neurological aspect of gaming (Palaus et al, 2017), how gaming affects the brain structure (Brilliant et al, 2019), potential associations between gaming and cognition (Röhlcke et al, 2018;Nuyens et al, 2019), and whether education can be gamified (Kim et al, 2018). Today, video gaming and e-sport are challenging more "traditional" sports in terms of the increasing amount of both recreation players and professional players.…”
Section: Introductionmentioning
confidence: 99%
“…Video gaming is growing, not only as a gaming phenomenon but also as a field of study. Video gaming has been studied from a variety of different areas, such as rehabilitation of gait and balance problems (Ravenek et al, 2016), identifying gaming disorder (Kaptsis et al, 2016), neurological aspect of gaming (Palaus et al, 2017), how gaming affects the brain structure (Brilliant et al, 2019), potential associations between gaming and cognition (Röhlcke et al, 2018;Nuyens et al, 2019), and whether education can be gamified (Kim et al, 2018). Today, video gaming and e-sport are challenging more "traditional" sports in terms of the increasing amount of both recreation players and professional players.…”
Section: Introductionmentioning
confidence: 99%
“…Online games or digital games vary in terms of the number of players and categories. Digital games have many types and categories, from individual to large groups and from educational to fantasy respectively (Kim, Song, & Burton, 2018;Chun, Kern, & Smith, 2016). Additionally, "language game is a game with rules that have linguistic aims and they are agreed with the participants" (Ibrahim, 2016, p. 54).…”
Section: 13online Language Gamesmentioning
confidence: 99%
“…Although, these elements be called as the "characteristic" of games, but can also be used in other entertainment application and not specify to relative game genre. Design of a gamified system, also require game mechanisms and strategies [13][14][15][16]. Game elements, mechanisms and strategies are designed to motivate the user and increase the user's engagement based on intrinsic motivation theory.…”
Section: Introductionmentioning
confidence: 99%