2018
DOI: 10.1007/978-3-319-90500-6_14
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One Game Does not Fit All. Gamification and Learning: Overview and Future Directions

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Cited by 15 publications
(13 citation statements)
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“…There is no entertainment but fun, the objective is to motivate people to carry out by the funny way some boring task [29]. It engages users at the emotional level for attitudes and behavior change, as well as knowledge acquisition [30]. Nevertheless, there are not clear boundaries between these concepts of games, rewards programs and gamification [19].…”
Section: Games Vs Rewards Vs Gamificationmentioning
confidence: 99%
“…There is no entertainment but fun, the objective is to motivate people to carry out by the funny way some boring task [29]. It engages users at the emotional level for attitudes and behavior change, as well as knowledge acquisition [30]. Nevertheless, there are not clear boundaries between these concepts of games, rewards programs and gamification [19].…”
Section: Games Vs Rewards Vs Gamificationmentioning
confidence: 99%
“…Aspects such as problem solving, collaboration and communication, content creation, among many other things, are worked on through the game in an active way and this methodological strategy has recently been called gamification [15]. This is a recent term; authors such as [16] place its appearance in 2008, although there was no adoption of the term until 2010. Following different complementary definitions of the concept of gamification [13,16], it is about the application of the principles of video games applied to the process of Teaching-Learning (E-Learning), that is, in contexts not strictly related to the game, through the establishment of challenges that, once passed, provide a reward directly proportional to the difficulty of the challenge [17].…”
Section: The Methodological Approaches Flipped Classroom and Gamificamentioning
confidence: 99%
“…This is a recent term; authors such as [16] place its appearance in 2008, although there was no adoption of the term until 2010. Following different complementary definitions of the concept of gamification [13,16], it is about the application of the principles of video games applied to the process of Teaching-Learning (E-Learning), that is, in contexts not strictly related to the game, through the establishment of challenges that, once passed, provide a reward directly proportional to the difficulty of the challenge [17]. It is important to note that the concept of gamification is different from that of an educational game or a game itself [18].…”
Section: The Methodological Approaches Flipped Classroom and Gamificamentioning
confidence: 99%
“…As the learning material is divided into micro-contents, this learning is suitable to use as part of mobile learning [35]. -Gamification is the use of game strategic thinking in a non-game context to solve various tasks [36].…”
Section: Standards and Trends In E-learningmentioning
confidence: 99%