2020
DOI: 10.1016/j.ijhcs.2020.102395
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Evaluating the effect of gamification on the deployment of digital cultural probes for children

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Cited by 24 publications
(16 citation statements)
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“…Serious gaming and gamification instructions have a positive effect that motivates and engages students, as the system design is characterised by motivating and engaging tools embedded in the learning content and activities (Khan et al, 2017). These game elements consist of leaderboards, points, badges, competition, challenge, rewards system, social interaction, time frame, feedback, learning progress and levels (Baptista and Oliveira, 2019;Khan et al, 2017;Rodríguez et al, 2020). In fact, there is an interplay between serious gamified elements, on the one hand and motivation and engagement, on the other hand, to make gamified learning effective (Buckley et al, 2018).…”
Section: Related Workmentioning
confidence: 99%
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“…Serious gaming and gamification instructions have a positive effect that motivates and engages students, as the system design is characterised by motivating and engaging tools embedded in the learning content and activities (Khan et al, 2017). These game elements consist of leaderboards, points, badges, competition, challenge, rewards system, social interaction, time frame, feedback, learning progress and levels (Baptista and Oliveira, 2019;Khan et al, 2017;Rodríguez et al, 2020). In fact, there is an interplay between serious gamified elements, on the one hand and motivation and engagement, on the other hand, to make gamified learning effective (Buckley et al, 2018).…”
Section: Related Workmentioning
confidence: 99%
“…The effectiveness of serious gamified learning has to do with the possibility of motivating and engaging students in the learning process (Bai et al, 2020;Rodríguez et al, 2020) Motivation and engagement constitute a critical challenge in the educational sector, as it implies learning outcomes. Researchers established that the main challenge to the teachercentred classroom in secondary education is the inability to enhance motivation and engagement among students (Khan et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…Educators have developed educational games [2][3][4][5] to involve students in interactive and entertaining activities 6 . Games are an excellent method of active learning in a recreative environment 7 and many methods have been tested in the past decade 8 : word game 9 , quiz games [10][11][12][13][14][15][16][17][18] , card games 19,20 , dice games 21,22 , board games [23][24][25][26][27] , computer games [28][29][30] and memory/concentration game [31][32][33] .…”
Section: Introductionmentioning
confidence: 99%
“…In this regard, gamification is an intellectual and mechanical game-making process used by people for solving problems (17). This is a common process in teaching that uses the principles and methods of gaming in a non-game environment such that it motivates and actively involves people in learning; gamification also influences the behavior of participants (18)(19)(20)(21). This method provides a pleasant environment for learners during the training (22) and makes the participants satisfied with their activities (23).…”
Section: Introductionmentioning
confidence: 99%