2022
DOI: 10.1080/17408989.2022.2125946
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Developing a love for playing games: a clarification of why Digital Video Games Approach is not Gamification

Abstract: Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions for impacting student learning. Unfortunately, and despite several distinctions, they have been misinterpreted. Purposes:The first purpose of the study is to offer a … Show more

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Cited by 3 publications
(2 citation statements)
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References 54 publications
(60 reference statements)
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“…( 67 ),], it has been recommended that “conditions being imposed on games emphasize a particular technique” [p. 188 ( 55 )], bearing a strong procedural resemblance to the manipulation of constraints in practice. This emphasis on the manipulation of “types” of fidelity has continued with a recent conceptual problem-solving emphasis ( 68 ). A consistent research finding being that learning is supported by the provision of the minimum necessary level of fidelity, based on participant needs, to reduce extraneous cognitive load ( 69 ).…”
Section: Fidelitymentioning
confidence: 99%
“…( 67 ),], it has been recommended that “conditions being imposed on games emphasize a particular technique” [p. 188 ( 55 )], bearing a strong procedural resemblance to the manipulation of constraints in practice. This emphasis on the manipulation of “types” of fidelity has continued with a recent conceptual problem-solving emphasis ( 68 ). A consistent research finding being that learning is supported by the provision of the minimum necessary level of fidelity, based on participant needs, to reduce extraneous cognitive load ( 69 ).…”
Section: Fidelitymentioning
confidence: 99%
“…Persuasive technology refers to systems designed to change attitudes or behaviors through persuasion and social influence, but not through coercion [31]. Gamification, conversely, involves applying gamedesign elements in non-game contexts, aiming to enhance user engagement and motivation [32]. These techniques can encourage specific player actions in video games and enhance the overall gaming experience.…”
Section: Motivations For Microtransaction Purchasesmentioning
confidence: 99%