2021
DOI: 10.1007/s42979-021-00472-4
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Beyond Classical Definition: The Non-definition of Gamification

Abstract: Gamification is regularly defined as the use of game elements in non-gaming contexts. However, discussions in the context of the pedagogical value of gamification suggest controversies on various levels. While on the one hand, the potential is seen in the design of joyful learning environments, critics point out the pedagogical dangers or the problems related to optimizing working life. It becomes apparent that the assumptions guiding action on the subject matter of gamification in educational contexts differ,… Show more

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Cited by 7 publications
(5 citation statements)
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“…The gamification of education is defined as the use of game elements in a learning environment and extant literature shows that gamification has been used in a wide range of areas and subjects including energy education, veterinary education, citizenship education, and nanotechnology education, among others (Alshammari, 2020;Staller & Koerner, 2021). Gamification as the use of game design elements and game mechanics in non-game contexts in order to engage people and solve problems (Barata et al, 2013;Krath et al, 2021).…”
Section: Discussionmentioning
confidence: 99%
“…The gamification of education is defined as the use of game elements in a learning environment and extant literature shows that gamification has been used in a wide range of areas and subjects including energy education, veterinary education, citizenship education, and nanotechnology education, among others (Alshammari, 2020;Staller & Koerner, 2021). Gamification as the use of game design elements and game mechanics in non-game contexts in order to engage people and solve problems (Barata et al, 2013;Krath et al, 2021).…”
Section: Discussionmentioning
confidence: 99%
“…Also the serious games is a category of full-fledged games which are modelled from the real-world systems. At the same time gamification can never exist on its own and is always a part of a real-world system that maintains its instrumental functionality (Staller & Koerner, 2021).…”
Section: Theoretical and Empirical Backgroundmentioning
confidence: 99%
“…Evidence shows that the audience should be at the centre of an intervention design to promote maximum engagement (Beguin, et al, 2019;Deeb & Hickey, 2019;Jøsang, et al, 2020;Luh, et al, 2020;Oroszi, 2019). Not only must the game be appropriate for the learner's ability (Bakker, et al, 2015;Mayer, et al, 2013), experience (Pina & Bordonaba-Juste, 2018), and context (Staller & Koerner, 2021), but the identification of these characteristics is essential for accurately positioning the difficulty of levels and the rate of progression through the game. Games that were too difficult for a player lead to disengagement (Pusey, et al, 2014), as did over-familiarity with content (Pan, et al, 2017;Zargham, et al, 2019).…”
Section: Designmentioning
confidence: 99%
“…Learner context is an important consideration in GBL design and content should reflect the topics that players might encounter in real life. However, there is also a need to consider audiences' attitudes toward subjects, as gamification can provide a 'mask' which makes learning information more enjoyable by presenting it through an alternative topic (Staller & Koerner, 2021). Increased enjoyment leads to experimentation within and outside of the learning environment (Huang & Hew, 2018), leading players to use trial-and-error learning to construct their own meaning.…”
Section: Mentalisingmentioning
confidence: 99%