2018
DOI: 10.7456/1080sse/144
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Gamification for the Motivation of Scientific and Pedagogical Staff

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Cited by 3 publications
(3 citation statements)
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“…The most common strategy used for designing gamified experiences is to use game elements. In the growing number of educational systems that are incorporating game elements to improve the learning experience, points, badges, and leaderboards are some of the most commonly used (Warmelink et al 2020;Kirillov et al 2018;Dicheva, Irwin, and Dichev 2018b;Werbach and Hunter 2012;Zichermann and Cunningham 2011). The junction of these three elements is known as the PBL triad, and the extensive focus on these elements has given rise to a large part of the criticisms of gamified applications.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The most common strategy used for designing gamified experiences is to use game elements. In the growing number of educational systems that are incorporating game elements to improve the learning experience, points, badges, and leaderboards are some of the most commonly used (Warmelink et al 2020;Kirillov et al 2018;Dicheva, Irwin, and Dichev 2018b;Werbach and Hunter 2012;Zichermann and Cunningham 2011). The junction of these three elements is known as the PBL triad, and the extensive focus on these elements has given rise to a large part of the criticisms of gamified applications.…”
Section: Discussionmentioning
confidence: 99%
“…The most common strategy used for designing gamified experiences is to use 'game elements' . In the growing number of educational systems that incorporate game elements to improve the learning experience, points, badges, and leaderboards are some of the most commonly used (Warmelink et al 2020;Kirillov et al 2018;Dicheva, Irwin, and Dichev 2018b;Werbach and Hunter 2012;Zichermann and Cunningham 2011). For this reason, a gamification approach was chosen for this study due to its engaging and motivating features, which could enhance the learning experience (Dicheva, Dichev, and Irwin 2018a;Çakıroğlu et al 2017;Werbach and Hunter 2012), assist the cognitive domain of learning (Kapp 2012) and, consequently, improve the learning outcomes.…”
Section: Introductionmentioning
confidence: 99%
“…Since previous gamified studies have yielded contradictory findings and one sharp criticism is that multiple game elements were often studied in combination, (Denny et al, 2018;Hamari et al, 2014;Landers et al, 2017;Mekler et al, 2013), the research prototype Ocean Literacy was developed to help answer this concern. The selection of these game elements lied on the literature, which reported that the PBL triad (points, badges and leaderboards) is one of the most commonly used gamification elements (Dicheva et al, 2018;Kirillov et al, 2018;Werbach & Hunter, 2012;Zichermann & Cunningham, 2011). One of the reasons for the widespread use of these elements is the idea of easy implementation compared to other ones (Chou, 2016;Dicheva et al, 2018).…”
Section: Research Tool -Matching Motivation To Game Elementsmentioning
confidence: 99%