2022
DOI: 10.1007/s10758-022-09604-y
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Gamification Design in Education: What Might Give a Sense of Play and Learning?

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Cited by 10 publications
(14 citation statements)
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References 27 publications
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“…The historical analysis in the fourth research article (Fiş Erümit & Karakuş Yılmaz, 2022) shows that the use of gamification in education is developing a new paradigm. Previously, more traditional and serious approaches to learning were dominant in education.…”
Section: Historical Analysis By Thomas Kuhnmentioning
confidence: 99%
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“…The historical analysis in the fourth research article (Fiş Erümit & Karakuş Yılmaz, 2022) shows that the use of gamification in education is developing a new paradigm. Previously, more traditional and serious approaches to learning were dominant in education.…”
Section: Historical Analysis By Thomas Kuhnmentioning
confidence: 99%
“…After reviewing the ten articles referenced, the author also analyzes this section to explore the methods, theoretical bases, and axiology that have been used. The results of ontology analysis found that there are four types broadly speaking, namely realism (Ahmad et al, 2020;Bitrián et al, 2020;Danka, 2020;de la Peña Esteban et al, 2020;Dindar et al, 2021;Dustman et al, 2021;Rodrigues & Paulo, 2022), based on flow theory (Hamari & Koivisto, 2014), Selfdetermination Theory (Buil et al, 2019), and views on the use of learning methods and applications (Fiş Erümit & Karakuş Yılmaz, 2022). One of the realism ontology of the article by Bitrián et al (2020), is based on the view that objective reality can be measured and observed through the scientific method.…”
Section: Ontology Epistemology Axiology and Research Paradigmsmentioning
confidence: 99%
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“…Thus, the components of the game (score, leaderboard, rule, announcement notification, avatar, etc.) are intended to attract students' attention, increase their motivation, and encourage their l earning and problem solving during the process (Deterding et al, 2011;Fiş-Erümit & Karakuş, 2015;Kapp, 2012;Lee & Hammer, 2011;Prensky, 2001;Zicherman & Cunningham, 2011). It can be used individually or as a team (Yılmaz, 2020) in both face-to-face and online learning environments .…”
Section: Introductionmentioning
confidence: 99%