2017
DOI: 10.1007/s00779-017-1073-6
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Gamification for development: a case of collaborative learning in Sri Lankan primary schools

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Cited by 37 publications
(40 citation statements)
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“…In recent years, scientific literature on gamification has become a growing phenomenon for instructional contexts situated in various disciplines at different levels of education; in primary school (Halloluwa et al, 2018), middle school (Hsu, 2016), high school (Stoyanova et al, 2018), and university (Bouchrika et al, 2019;Buckley & Doyle, 2016;Hassan et al, 2019).…”
Section: Literature Review Digital Gamification In Efl Contextmentioning
confidence: 99%
“…In recent years, scientific literature on gamification has become a growing phenomenon for instructional contexts situated in various disciplines at different levels of education; in primary school (Halloluwa et al, 2018), middle school (Hsu, 2016), high school (Stoyanova et al, 2018), and university (Bouchrika et al, 2019;Buckley & Doyle, 2016;Hassan et al, 2019).…”
Section: Literature Review Digital Gamification In Efl Contextmentioning
confidence: 99%
“…"Gamification" is a relatively new term used by researchers to refer to "the use of video game elements (rather than full-fledged games) to improve user experience and user engagement" in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011, p. 2426. Previous research has argued that taking game mechanics and gameplay features such as avatars, badges, points, leaderboards, levels, and progress bars and incorporating them into the learning process can trigger positive engagement amongst primary and secondary learners (Mystakidis, Lambropoulos, Fardoun, & Alghazzawi, 2014), while Halloluwa, Vyas, Usoof, and Hewagamage (2018) report that participation in a gamified learning experience encouraged Sri Lankan pupils as young as eight years old to take ownership of their own learning, thus suggesting a shift towards a more learnerdriven collaborative environment.…”
Section: The Interventionmentioning
confidence: 99%
“…Children must be prepared to acquire abilities and knowledge in the actual world and the application of technology in the learning environment will allow them to use their thinking abilities to reach social and emotional development [ 11 , 12 ]. Learning environments enriched with technology in its variety [ 13 , 14 ] will improve attention levels, motivation, knowledge and students’ abilities in a positive way, especially in children with language disorders and special education [ 15 , 16 ].…”
Section: Introductionmentioning
confidence: 99%