2015
DOI: 10.2458/azu_itet_v3i2_lister
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Gamification: The effect on student motivation and performance at the post-secondary level

Abstract: Computer games are increasingly part of the daily activities of Canadian students of all ages, and have been shown to support student motivation and learning however can be challenging to implement in the classroom. Gamification involves incorporating elements of computer games such as points, leaderboards, and badges into non-game contexts in order to take advantage of the motivation provided by a game environment. An analysis of the literature was conducted to determine to what extent gamification supports s… Show more

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Cited by 146 publications
(128 citation statements)
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“…Gamification is not just a buzzword, but it requires a meaningful design to implement a successfully gamified MOOC [25].…”
Section: Discussionmentioning
confidence: 99%
See 4 more Smart Citations
“…Gamification is not just a buzzword, but it requires a meaningful design to implement a successfully gamified MOOC [25].…”
Section: Discussionmentioning
confidence: 99%
“…From 2014 onwards several reviews of the literature, Hamari et al [7]; Nah et al [10]; Lister [25]; Thiebes et al [26]; Pedreira et al [17]; Dicheva et al [27]; Dicheva & Dichev [16] and Lumsden et al [28], have been conducted with the purpose of investigating gamification empirical evidence.…”
Section: Looking For Empirical Evidence In Gamification Applicationmentioning
confidence: 99%
See 3 more Smart Citations