2017
DOI: 10.1186/s41239-017-0042-5
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Gamifying education: what is known, what is believed and what remains uncertain: a critical review

Abstract: Gamification of education is a developing approach for increasing learners' motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of its application in educational contexts, the current review is aiming to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences. Accordingly, it critically examines the advancement in ga… Show more

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Cited by 791 publications
(757 citation statements)
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References 59 publications
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“…To overcome this challenge teachers have been analysing the gaming principles with the aim to use it in the education field. This new trend is known as Gamification and have been adopted by companies to increase engagement, brand awareness and loyalty [26]. Gamification is the process of integrate the games mechanisms (points, badges, levels, rewards, leaderboards, feedback, among others) into a new area, like an enterprise application, an online community or a website in order to motivate people to change behaviour in non-game environments.…”
Section: Related Workmentioning
confidence: 99%
“…To overcome this challenge teachers have been analysing the gaming principles with the aim to use it in the education field. This new trend is known as Gamification and have been adopted by companies to increase engagement, brand awareness and loyalty [26]. Gamification is the process of integrate the games mechanisms (points, badges, levels, rewards, leaderboards, feedback, among others) into a new area, like an enterprise application, an online community or a website in order to motivate people to change behaviour in non-game environments.…”
Section: Related Workmentioning
confidence: 99%
“…Why not design an interactive visualization or a simulation? Our decision to design a game was not based on the gamification trend in education which is arguably flawed and can be misguided due to its focus on extrinsic motivation and risk of habituating students to learning only when they are "rewarded" (Conway, 2014;Dichev & Dichev, 2017). Rather, we decided to design a game given that one of the key characteristics of quantum mechanics is its probabilistic nature, and the best way to understand this nature is to experience it over and over.…”
Section: Previous Workmentioning
confidence: 99%
“…Games allow space for reflection, the sharing of values and actions that guide feelings and emotions, diluting differences and mediating the negotiation of agreements. The use of games has been increasingly disseminated and established as an important strategy to awaken new possibilities for intervention (9) . The use of games in health care steers professionals away from a predominately paternalistic approach, with the goal of facilitating self-efficacy of individuals (10) and families, which was the researchers' aim for the intervention.…”
Section: Introductionmentioning
confidence: 99%