2014
DOI: 10.4018/978-1-4666-5888-2.ch298
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Gamification Design Elements in Business Education Simulations

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Cited by 21 publications
(19 citation statements)
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“…The acquisition of problem-solving skills through hands-on B culture in which it is For this reason, they recommend that learning should be embedded in an authentic situation. Reiners et al (2015) describe authentic education environments where practices and actions replicate those found in true-to-life situations, forcing learners to Authenticity is a critical element of professional educatio vocational practice and their continuing professional development (Eraut, 2002). Reiners et al (2015) summarise the dimensions of an authentic learning strategy as follows:…”
Section: Game-based Professional Education and Trainingmentioning
confidence: 99%
“…The acquisition of problem-solving skills through hands-on B culture in which it is For this reason, they recommend that learning should be embedded in an authentic situation. Reiners et al (2015) describe authentic education environments where practices and actions replicate those found in true-to-life situations, forcing learners to Authenticity is a critical element of professional educatio vocational practice and their continuing professional development (Eraut, 2002). Reiners et al (2015) summarise the dimensions of an authentic learning strategy as follows:…”
Section: Game-based Professional Education and Trainingmentioning
confidence: 99%
“…Mit der Hoffnung, auch das Lernen motivierender zu gestalten, zog 2011 Gamebased Learning in die Lehr-und Lerntrends der Horizon Reports ein. Ein Trend, der sich in den Folgejahren zunehmend in Richtung Gamification veränderte (Kapp 2012, Kapp/Blair/Mesch 2014, Reiners/Wood 2015. Statt Spiele für das Lernen zu entwickeln, erschien es vielversprechender, spielfremde Kontexte mit spielerischen Elementen anzureichern -sie zu gamifizieren.…”
Section: Spiel Hat Eigene Spielregelnunclassified
“…We are interested in using resource contribution games in problems of gamification. Gamification refers to the broad application of game-design techniques in contexts that do not otherwise present game-like features [41]. Gamification aims at incentivizing an intended behavior by introducing rewards for specific tasks.…”
Section: Related Workmentioning
confidence: 99%