2021
DOI: 10.1080/10494820.2021.1933543
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Exploring the differences between gamer and non-gamer students in the effects of gamification on their motivation and learning

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Cited by 12 publications
(3 citation statements)
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“…Conversely, for the majority of participants who are not avid gamers perhaps do not have other computer games to compare against, hence they have expressed that gamified learning allows better engagement and enjoyment compared with traditional modes of learning once technical issues are ironed out. This is in contrast to results of studies 25,26 which revealed that gamification was rated more favourably by gamers compared with non-gamers. However, it must be noted that these studies were carried out using only gamification, that is game elements and were not actual games.…”
Section: Comparisons With Existing Literaturecontrasting
confidence: 99%
“…Conversely, for the majority of participants who are not avid gamers perhaps do not have other computer games to compare against, hence they have expressed that gamified learning allows better engagement and enjoyment compared with traditional modes of learning once technical issues are ironed out. This is in contrast to results of studies 25,26 which revealed that gamification was rated more favourably by gamers compared with non-gamers. However, it must be noted that these studies were carried out using only gamification, that is game elements and were not actual games.…”
Section: Comparisons With Existing Literaturecontrasting
confidence: 99%
“…Present research shows that the use of gamification has a positive effect on the motivational aspects of learning (Recabarren et al, 2021). In addition, gamification in education is associated with a number of benefits and is widely used in many universities.…”
Section: Introductionmentioning
confidence: 77%
“…For instance, studies have found gamification's effect ranged from positive to negative within the same sample, depending on the user (Rodrigues, Toda, Oliveira, et al, 2020; . Similarly, empirical evidence shows cases wherein gamification's impact changed depending on specific characteristics, such as gender (Pedro, Lopes, Prates, Vassileva, & Isotani, 2015), age (Polo-Peña et al, 2020) and being a gamer (Recabarren et al, 2021).…”
Section: Gamified Learning: Effects and Moderatorsmentioning
confidence: 99%