2013
DOI: 10.1016/j.compedu.2012.12.020
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Gamifying learning experiences: Practical implications and outcomes

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Cited by 1,419 publications
(1,040 citation statements)
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References 13 publications
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“…Based on survey data they also argued that the students enjoyed using the badges and indicated a strong preference for their inclusion in the standard interface. Domínguez et al (2013) demonstrated how a gamified e-learning platform resulted in higher final test scores compared to students who used the non-gamified version [17]. Their survey data indicated high involvement with the tool but with no data from the control group it is difficult to interpret this data.…”
Section: Gamification In Educationmentioning
confidence: 67%
See 1 more Smart Citation
“…Based on survey data they also argued that the students enjoyed using the badges and indicated a strong preference for their inclusion in the standard interface. Domínguez et al (2013) demonstrated how a gamified e-learning platform resulted in higher final test scores compared to students who used the non-gamified version [17]. Their survey data indicated high involvement with the tool but with no data from the control group it is difficult to interpret this data.…”
Section: Gamification In Educationmentioning
confidence: 67%
“…While some extant research does examine gamification targeted at primary school student users [4,16,19], its focus has not been on motivation. At the same time, empirical work that examines gamification and motivation (such as [1,9,14,17,26,30]) tends to focus on University students, and reports mixed evidence of its success on this user group [43].…”
Section: Gamification In Educationmentioning
confidence: 99%
“…Assim, este artigo teve como foco o desenvolvimento de um protótipo para experimentação de funcionalidades de gamificação em AEUs. O principal objetivo da gamificação no contexto educacionalé a utilização de mecânicas de jogos que tornam o processo educativo mais interessante e atrativo [Domínguez et al 2013]. A abordagem proposta não busca a criação de um jogo específico, e sim a utilização da gamificação para tornar AEUs mais atraentes e divertidos, aumentando seu uso.…”
Section: Módulo De Gamificaçãounclassified
“…Using computer-aided engineering systems in creative industrial product development processes is also a prominent study area (Norman, 1997). The research efforts in this subdomain can be exemplified by very different studies such as the effect of learning systems (Domínguez et al, 2013), or road traffic systems (Gish et al, 1999). With the ultimate goal of reducing or neutralization of impact, various measures have been proposed (Moon et al, 2004).…”
Section: Impacts Of Systemsmentioning
confidence: 99%