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2016
DOI: 10.1353/pla.2016.0019
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“The Sugar’d Game before Thee”: Gamification Revisited

Abstract: Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical… Show more

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Cited by 11 publications
(10 citation statements)
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References 13 publications
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“…In the game environment, players learn through play and get rewarded through digital trophies that represent a mastery of a skill. Hughes and Lacy (2016) argued that play is an appealing way to learn for several reasons. Play represent no pressure on the learners to meet a requirement or complete an assignment and is described as neither "coercive nor prescriptive" (p. 14).…”
Section: Emotions Fun and Play In Gamificationmentioning
confidence: 99%
“…In the game environment, players learn through play and get rewarded through digital trophies that represent a mastery of a skill. Hughes and Lacy (2016) argued that play is an appealing way to learn for several reasons. Play represent no pressure on the learners to meet a requirement or complete an assignment and is described as neither "coercive nor prescriptive" (p. 14).…”
Section: Emotions Fun and Play In Gamificationmentioning
confidence: 99%
“…2. Permite una mejor interiorización y aplicación de los conocimientos adquiridos, pues incentiva la capacidad de resolución de problemas y potencia la internalización de los contenidos de aprendizaje (Harman, Koohang, Paliszkiewicz & Dickinson, 2014), genera resultados de aprendizaje positivos (Becker, 2007;Gee, 2007), facilita el aprendizaje (Hughes & Lacy, 2016), aborda muchas de las limitaciones de la enseñanza más tradicional, específicamente problemas de aprendizaje cognitivos y efectivos, y propor-ciona a los docentes mejores herramientas para brindar un sentido práctico y aplicado a los estudiantes (Deif, 2017).…”
Section: Gamificación: Concepto Objetivos Aportes Y Elementosunclassified
“…8. Es una manera de aprender diferente, en tanto que el aprendizaje se produce de forma natural durante los juegos (Becker, 2007;Gee, 2007), transforma la experiencia de aprendizaje en una experiencia alegre (Lee & Hammer, 2011), el aprendizaje puede ser divertido (Simões et al, 2013), y es una forma atractiva de aprender (Hughes & Lacy, 2016 A continuación, se proponen categorías adicionales para agrupar los ítems que no pudieron ser categorizados en ninguno de los cuatro grupos propuestos por Zeng et al (2017):…”
Section: Gamificación: Concepto Objetivos Aportes Y Elementosunclassified
See 1 more Smart Citation
“…Un estudio de Hughes sobre la gamificación y las bibliotecas señala que los usuarios de la biblioteca que han realizado actividades gamificadas, hacen mayor uso de sus servicios e instalaciones que aquellos usuarios que la usan porque "tienen que venir" (Hughes & Lacy, 2016).…”
Section: Algunos Estudios De La Gamificación Y La Educaciónunclassified