Gamification in Education and Business 2014
DOI: 10.1007/978-3-319-10208-5_27
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Gamification and Law

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Cited by 7 publications
(6 citation statements)
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“…This contributes to increasing the learners' motivation and engagement in the educational process. Also, the stimulus element environment that is designed in a way that helps to identify attractive factors capable of positively changing learners' behaviors and attitudes towards learning contributes to making the learner more active and interactive in his or her learning [112]. Moreover, achievement and performance are major goals for any educational structure or system.…”
Section: A Discussion To the Findings Of The Systematic Reviewmentioning
confidence: 99%
“…This contributes to increasing the learners' motivation and engagement in the educational process. Also, the stimulus element environment that is designed in a way that helps to identify attractive factors capable of positively changing learners' behaviors and attitudes towards learning contributes to making the learner more active and interactive in his or her learning [112]. Moreover, achievement and performance are major goals for any educational structure or system.…”
Section: A Discussion To the Findings Of The Systematic Reviewmentioning
confidence: 99%
“…GL incorporates game design features in educational settings to create a fun and stress-free learning experience (Arnold, 2014). By so doing, it paves the way to EFL students' linguistic development, achievement of ILOs, engagement, motivation, selfdirected learning, confidence, satisfaction ,participation, peer collaboration, interaction and autonomy (Kapp, 2012;Werbach, 2014;Werbach & Hunter, 2015;Majdoub, 2021;Thurairasu, 2022;Panmei & Waluyo, 2023).…”
Section: Definitions and Advantagesmentioning
confidence: 99%
“…Next, Bartle did not provide a way for users to assess and identify which player type they might be best characterized by (Yee, 2005). Finally, Bartle's player-type model is often applied outside the contexts where it was developed, including in education (Kocadere & Çaglar, 2018;Park & Kim, 2017) and business (Arnold, 2014;Hamari & Tuunanen, 2014;Zichermann & Linder, 2010). While Bartle's model is often useful in these contexts, it may not be the best fit (Bateman et al, 2011).…”
Section: Player-type Modelsmentioning
confidence: 99%
“…Gamification can be defined as the application of user-centered (Nicholson, 2012) game elements in non-game contexts (Deterding, Sicart, et al, 2011) that motivate performance behaviors (As ¸ıksoy, 2018; Barata et al, 2015), improve user experience, and drive engagement towards improved learning and academic outcomes (Chapman et al, 2021;Landers et al, 2015). As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings (Abrams & Walsh, 2014;Chapman & Rich, 2018;De-Marcos et al, 2014;Denny et al, 2018;DomíNguez et al, 2013;Drace, 2013;Goehle, 2013;Nevin et al, 2014;Tsay et al, 2018), it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified system (Arnold, 2014;Kim, 2015). Various course elements and design features seem to motivate learners differently (Chapman & Rich, 2018).…”
Section: Introductionmentioning
confidence: 99%