2014
DOI: 10.1007/978-3-319-07293-7_39
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Gamification of Education: A Review of Literature

Abstract: We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several game design elements that are used in education. These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. We provided examples from the literature to illustrate the application of gamification in the educational context.

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Cited by 330 publications
(263 citation statements)
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“…Organizations can integrate their human resource capital via ESM to enhance knowledge workers' performance and bring greater value to organizations. The human resource department can use enterprise social media to extend and optimize the human capital in organizations and possibly gamify the workplace to make work more fun and intrinsically rewarding (Koch et al, 2012;Nah, Zeng, Telaprolu, Padmanabhuni Ayyappa, & Eschenbrenner, 2014). The positive emotions generated from collaboration, socialization, and gamification of work processes expand the absorptive capacity and available resources of knowledge workers and help them perform better.…”
Section: Discussionmentioning
confidence: 99%
“…Organizations can integrate their human resource capital via ESM to enhance knowledge workers' performance and bring greater value to organizations. The human resource department can use enterprise social media to extend and optimize the human capital in organizations and possibly gamify the workplace to make work more fun and intrinsically rewarding (Koch et al, 2012;Nah, Zeng, Telaprolu, Padmanabhuni Ayyappa, & Eschenbrenner, 2014). The positive emotions generated from collaboration, socialization, and gamification of work processes expand the absorptive capacity and available resources of knowledge workers and help them perform better.…”
Section: Discussionmentioning
confidence: 99%
“…Οι υπόλοιπες δύο ερωτήσεις είχαν αναπτυχθεί πρωτογενώς από τους Halko & Kientz (2010), και ακολούθως προσαρμόστηκαν ειδικά για χρήση στους μηχανισμούς παιχνιδιού από τους Jia et al (2016). Οι μηχανισμοί που εξετάστηκαν ήταν οι ακόλουθοι, όπως τους αναγνώρισαν οι Nah et al (2014): πόντοι, παράσημα, πίνακες κατάταξης, γραμμές προόδου, επίπεδα/"πίστες", βραβεία, προφίλ εικονικού χαρακτήρα (avatar), άμεση ανατροφοδότηση (feedback). Για να γίνει κατανοητή στους συμμετέχοντες η έννοια των μηχανισμών, το ερωτηματολόγιο συμπεριέλαβε μια σύντομη περιγραφή κάθε μηχανισμού (βλ.…”
Section: μέτρηση μεταβλητώνunclassified
“…En una revisión de la literatura sobre gamificación en la educación se ha encontrado que existen diversos elementos diseño para la gamificación de actividades educativas que poseen beneficios para el aprendizaje (Nah, Zeng, Telaprolu, Ayyappa & Eschenbrenner, 2014). En la Tabla 1 se observan los elementos de diseño más utilizados en la gamificación de contextos educativos.…”
Section: Figura 2 Pirámide De Los Elementos De Gamificación Adaptadunclassified