Gamification of Education: A Review of Literature

نویسندگان

  • Fiona Fui-Hoon Nah
  • Qing Zeng-Treitler
  • Venkata Rajasekhar Telaprolu
  • Abhishek Padmanabhuni Ayyappa
  • Brenda Eschenbrenner
چکیده

We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several game design elements that are used in education. These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. We provided examples from the literature to illustrate the application of gamification in the educational context.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Investigating the Relationship between Player Types and Learning Styles in Gamification Design

An educational gamification is a new approach that has developed hopes to increase the effectiveness of learning. Computer game users are actually players that are categorized according to their personalities and have different learning styles. To achieve maximum performance in designing gamified learning, one can determine the relationship between player types and their learning styles, and th...

متن کامل

Gamifying Information Systems - a synthesis of Gamification mechanics and Dynamics

Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon that aims at motivating people by applying elements common to games in different contexts. While first applications of Gamification exist in finance, health, education and entertainment, utility of Gamification in various contexts has not been sufficiently explored. Aiming to understand how Gamifica...

متن کامل

Digital games in medical education:Key terms, concepts, and definitions

Background: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers’ knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational...

متن کامل

Gamifying the library services: A new concept in interacting with users

Background and Aim: Gamification refers to the use of game elements in non-game contexts to motivate engagement. This definition is the most comprehensive one presented so far. The term was proposed first in 2002 but it has been prolonged 8 years to attract individuals’’ attention. Gamification has been applied in various contexts according to its capabilities. The current study aims to investi...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2014