Abstract:Despite many studies proposing and evaluating frameworks to design gamified environments in education, there is still difficulty in making end-users(e.g., teachers, instructors, and designers) use these services and assess which ones are most appropriate for their context. We tackled this challenge by comparing two frameworks to design a gamified non-virtual class, through a quasiexperimental study. Our main results indicate that one of the frameworks (SixSteps to Gamification - 6D) proved to be more adaptable… Show more
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