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2013
DOI: 10.1080/15424065.2013.820539
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Gamification

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Cited by 38 publications
(28 citation statements)
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“…Issues and Trends in Educational Technology Volume 3, Number 2, Dec. 2015 One solution to overcome the challenges associated with incorporating commercially available computer games into the classroom may be the use of gamification (Muntean, 2011). Gamification involves selecting elements of games, and using these to create a game-like environment in a non-game context (Deterding et al, 2011;de-Marcos et al, 2014;Dominguez et al, 2013;Giannetto, Chao, & Fontana, 2013;Goehle, 2013;Hanus & Fox, 2015;Mekler et al, 2013b;Muntean, 2011;O'Donnell et al, 2013;Prince, 2013;Pedreira et al, 2014;Turner, Dieksheide, & Anderson, 2013;Watson, Hancock, & Mandryk, 2013) to increase user experience and engagement (Apostol, Zaharescu, & Alexe, 2013;Dominguez et al, 2013;Pedreira et al, 2014;Turner et al, 2013). "Gamification desires to combine intrinsic motivation with an extrinsic one in order to raise motivation and engagement" (Montean, 2011, p. 326).…”
Section: Meaghan C Listermentioning
confidence: 99%
See 1 more Smart Citation
“…Issues and Trends in Educational Technology Volume 3, Number 2, Dec. 2015 One solution to overcome the challenges associated with incorporating commercially available computer games into the classroom may be the use of gamification (Muntean, 2011). Gamification involves selecting elements of games, and using these to create a game-like environment in a non-game context (Deterding et al, 2011;de-Marcos et al, 2014;Dominguez et al, 2013;Giannetto, Chao, & Fontana, 2013;Goehle, 2013;Hanus & Fox, 2015;Mekler et al, 2013b;Muntean, 2011;O'Donnell et al, 2013;Prince, 2013;Pedreira et al, 2014;Turner, Dieksheide, & Anderson, 2013;Watson, Hancock, & Mandryk, 2013) to increase user experience and engagement (Apostol, Zaharescu, & Alexe, 2013;Dominguez et al, 2013;Pedreira et al, 2014;Turner et al, 2013). "Gamification desires to combine intrinsic motivation with an extrinsic one in order to raise motivation and engagement" (Montean, 2011, p. 326).…”
Section: Meaghan C Listermentioning
confidence: 99%
“…Gamification is designed to introduce elements of play into learning; however, poorly designed gamification can result in learners being forced to play (Deterding, 2014;Prince, 2013), which is not fun. One of the challenges associated with using gamification is that the introduction of game elements alone does not make a non-game context fun (Deterding, 2014;Gåsland, 2011) and the addition of points, leaderboards, and levels is "not sufficient to make non-game contexts more engaging" (Mekler et al, 2013b, p. 71) nor do these elements increase intrinsic motivation.…”
Section: Considerations For Pedagogical Practicementioning
confidence: 99%
“…(Kapp, 2012 , p. 12). It's important to note that gamifi cation does not necessarily mean creating a full game, but incorporating gaming aspects to motivate and engage customers, students, and users Prince, 2013 ). Within gamifi cation, the term interactive learning elements (ILE) is any combination of game mechanics applied to the learning environment .…”
Section: Gamifi Cationmentioning
confidence: 99%
“…27 J. Dale Prince, on the other hand, is one of the few authors to clearly distinguish between the two. 28 In a useful nota bene, he avers that "gamification is not to be confused with gaming," not even with what some call "serious games," 29 which gamification proponents sometimes invoke as evidence of its potential. The rest of Prince's 2013 column is largely an introduction to gamification and a summary of the library literature up to that point.…”
mentioning
confidence: 99%
“…She is particularly impressed by Zichermann and rewards-based gamification, advocating the use of gamification to increase engagement through fun, goals, and rewards. 31 Both Kim and Felker find in games an ideal vehicle for engaging students, spurring their motivation, and awakening interest in material that might otherwise put them to sleep. Invoking Jane McGonigal's dubious dictum that "reality, compared to games, is broken," Kim asserts that "people are more motivated, engaged, and often achieve more in games than in the real world."…”
mentioning
confidence: 99%