2018
DOI: 10.1007/978-3-319-91152-6_12
|View full text |Cite
|
Sign up to set email alerts
|

Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagement

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2

Citation Types

0
2
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(2 citation statements)
references
References 11 publications
0
2
0
Order By: Relevance
“…These exercises also contain a score and a scoreboard so that students may compare their points to those of their peers or their own best. Explicit end goals, unambiguous game rules, and the development of strategies to complete the tasks are all gaming elements that help engage students in three distinct ways, as stated by Johns et al (2018). First, gaming features may be socially stimulating by providing incentives for team members to cooperate or compete with other teams.…”
Section: The Effects Of Gamified Electronic Readingmentioning
confidence: 99%
“…These exercises also contain a score and a scoreboard so that students may compare their points to those of their peers or their own best. Explicit end goals, unambiguous game rules, and the development of strategies to complete the tasks are all gaming elements that help engage students in three distinct ways, as stated by Johns et al (2018). First, gaming features may be socially stimulating by providing incentives for team members to cooperate or compete with other teams.…”
Section: The Effects Of Gamified Electronic Readingmentioning
confidence: 99%
“…These exercises come replete with leaderboards and statistics that allow students to measure their progress as they go through the exercises. As claimed by Johns et al (2018), the stated goals, regulations, and success mechanisms included into gamification have the potential to encourage pupils. Additionally, empowering groups to compete against one another or work together might enhance the amount of social contact.…”
Section: Impact Of Gamification Of Electronic Readingmentioning
confidence: 99%