Didactics of Smart Pedagogy 2018
DOI: 10.1007/978-3-030-01551-0_23
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Gamification for Education: Review of Current Publications

Abstract: Educational practitioners are always looking for new and better ways to scaffold student learning; the latest approach that has become popular is called gamification.The aim of this research is to explore the concept of gamification and to review current research and publications about gamification for education. To do so, the systematic analysis of publications was chosen as research method. During the research, 91 articles published since 2012, obtained via the "Scopus" and "SAGE Publications" databases, wer… Show more

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Cited by 29 publications
(18 citation statements)
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References 48 publications
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“…Karunanayaka & Naidu 2017;Naidu 2017). Furthermore, investigations of gamification in educational contexts are limited (Dreimane 2019), and implementation guidelines on gamified designs are still missing (Alsawaier 2018).…”
Section: Research Questionsmentioning
confidence: 99%
See 1 more Smart Citation
“…Karunanayaka & Naidu 2017;Naidu 2017). Furthermore, investigations of gamification in educational contexts are limited (Dreimane 2019), and implementation guidelines on gamified designs are still missing (Alsawaier 2018).…”
Section: Research Questionsmentioning
confidence: 99%
“…Gamification is a new concept and is said to foster students' motivation (e.g. Alsawaier 2018; Dichev & Dicheva 2017;Dreimane 2019;Hakulinen, Auvinen & Korhonen 2015;Hamari 2015;Koivisto & Hamari 2019;Pechenkina, Laurence, Oates, Eldridge & Hunter 2017;Sailer & Homner 2019;Utomo & Santoso 2015). This concept with its associated game mechanics was considered in this survey to foster students' learning motivation.…”
Section: Introductionmentioning
confidence: 99%
“…This kind of games based learning now is one of the most important topics in modern education and is rapidly growing research trend [6], around the adoption of mobile games in the learning process and their impact on students' learning effectiveness. A review of mobile gamification literature by Koutromanos and Avraamidou [10], who commented on the need for further studies into how students use and accept mobile gamification applications in effectively way in higher education in order to enhance the sustainability of learning. Rashid, Salleh, and Noor [11] identified that the main challenge for the successful integration of mobile gamification into learning activities is relevant significantly to students' acceptance.…”
Section: Theoretical Background and Research Modelmentioning
confidence: 99%
“…Bajo el paraguas terminológico de las metodologías activas hallamos un heterogéneo conjunto de estrategias didácticas que aglutinan en sus características buena parte de la idiosincrasia metodológica que caracterizan los procesos más innovadores en la educación contemporánea. Así, hallamos la clase invertida (flipped classroom), aprendizaje basado en proyectos (Johnson y Johnson, 2012), aprendizaje cooperativo (Pujolàs, 2008), gamificación (Dreimane, 2019), aprendizaje basado en problemas (Kokotsaki et al, 2016), pensamiento crítico (design thinking), aprendizaje basado en el pensamiento (Muñoz Gómez, 2020) y el aprendizaje basado en competencias como exponentes principales del movimiento que conforman las principales referencias a las metodologías activas. Todas ellas se configuran desde la óptica constructivista de la adquisición del conocimiento, en la que el aprendizaje asociativo es más eficaz que el repetitivo.…”
Section: Metodologías Activas Como Fundamento Del Aprendizaje Significativounclassified