2019
DOI: 10.1186/s40561-019-0106-1
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Analysing gamification elements in educational environments using an existing Gamification taxonomy

Abstract: Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments through a previously proposed and evaluated taxonomy while detailing and expanding this taxonomy. In the current paper, we describe our taxonomy in-depth as well as expand it.… Show more

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Cited by 129 publications
(52 citation statements)
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“…To achieve this goal, we performed a within-subject quasi-experimental study following the one factor with two treatments design. Treatments were a gamified condition, implemented through the Competition game element [Toda et al 2019b], and a non-gamified condition. To compare conditions, we used a within-subject (paired) design that, according to [Wohlin et al 2012], improves the experiment precision.…”
Section: Studymentioning
confidence: 99%
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“…To achieve this goal, we performed a within-subject quasi-experimental study following the one factor with two treatments design. Treatments were a gamified condition, implemented through the Competition game element [Toda et al 2019b], and a non-gamified condition. To compare conditions, we used a within-subject (paired) design that, according to [Wohlin et al 2012], improves the experiment precision.…”
Section: Studymentioning
confidence: 99%
“…All other functionalities were provided (e.g., simulating the fights and updating the environment based on agents' actions). No gamification was deployed in Task A as we do not consider fighting to the random agent a competition because learners were not considering competing or in conflict with another person [Toda et al 2019b]. Thereafter (Task B), participants were required to improve their agents compared to the version developed in Task A.…”
Section: Studymentioning
confidence: 99%
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“…Kuriózum: Gyűjteményként vagy korlátozott készletként is ismert, ám nem feltétlenül köthető csak tárgyhoz. Különlegessége a külső hatás által kontrollált ritkaságában rejlik (Toda, et al, 2019), kivételes képesség vagy szerencse szükséges az eléréséhez. , mindemellett növelik a belső motiváció mértékét (Mekler, et al, 2013).…”
Section: Játékmechanizmusokunclassified