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Analysing gamification elements in educational environments using an existing Gamification taxonomy

Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Paula T. Palomino, Luiz Rodrigues, Lei Shi, Ig Bittencourt, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea
2019 Smart Learning Environments  
This paper analysed the game elements employed in gamified learning environments through a previously proposed and evaluated taxonomy while detailing and expanding this taxonomy.  ...  Our main contribution is the detailed taxonomy that can be used to design and evaluate gamification design in learning environments.  ...  Conclusions and future works This work presented how we could use an existing taxonomy to analyse and evaluate gamified systems.  ... 
doi:10.1186/s40561-019-0106-1 fatcat:yjbzf2xmzbaqxarvuekmdlmwlq


Mieke Henning, Devon Hagedorn-Hansen, Konrad Von Leipzig
2017 South African Journal of Industrial Engineering  
South Africa has a high-cost, low-performance education system, which ultimately leads to unemployment and a skill shortage in the country.  ...  In order to bridge the skill shortage gap at a tertiary level,  ...  Gamification promotes the use of games and elements of games in education to provide a learning environment to which the youth of today could possibly relate to.  ... 
doi:10.7166/28-3-1845 fatcat:zjelzmvm5vcpnbxgc2kwfqcvj4

A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects

Charanjit Kaur Swaran Singh
2021 Turkish Journal of Computer and Mathematics Education  
This study is developed with the aims to review and analyse the existing literature related to gamification adding to the research methodologies, types of data analyses, significant findings and also samples  ...  The first percentage of the studies (n=19/312) focused on game elements in relation to the implementation of gamification across different age of the learners.  ...  Environment (ILE) using elements of gamification (Zinnen&Godehardt, 2018), effectiveness of employing game based design element for online learning environment (Van Roy & Zaman, 2018), review on gamification  ... 
doi:10.17762/turcomat.v12i3.828 fatcat:br4sr7x2j5gf5pkvp3xmvh6eqy

Gamification in nursing

Nino Fijačko, Lucija Gosak, Nika Debeljak, Pavel Skok, Gregor Štiglic, Leona Cilar
2020 Obzornik zdravstvene nege  
PubMed2XL applications and the set criteria, we used the Google Scholar and Medline / PubMed search engines to compile, analyse, and synthesise studies related to gamification in correlation with the educational  ...  In the future, research should be carried out to clarify the concept of gamification and examine the possibilities of its implementation in the educational environment in Slovenia.  ...  Theory: Bloom's taxonomy. Sample: 30 nursing students. Assessment environment: educational game with gamification and a questionnaire.  ... 
doi:10.14528/snr.2020.54.2.2991 fatcat:5kjyvrugyvaw5nklivj2pdxj6q

Learning Programming through Games and Contests: Overview, Characterisation and Discussion

These latter exploits of the gamification process focused on increase in motivation and engagement of the learners.  ...  There are various platforms that offer to learn coding and programming, in particular game-based platforms, which are more and more popular.  ...  In a very broad sense, two different approaches are used when using games or game-like elements in educational contexts: 1) gamification and 2) serious games.  ... 
doi:10.15388/ioi.2016.03 fatcat:w42kgxytqrexxlh4pyeuzlbq6i

Gamification and Gen Z in Higher Education

Manisha Saxena, Dharmesh K. Mishra
2021 International Journal of Information and Communication Technology Education  
The purpose of this paper is to provide suggestions on how to create an engaging and meaningful learning environment in Higher Education for Gen Z by providing relevant insights on Gamification with the  ...  As this is an emerging field of study, this paper will help policymakers, educators and academicians to design and implement relevant interventions to use Gamification as an effective tool for Gen Z learners  ...  Which countries and which fields of higher education have experimented with gamification? Q2. What gamification elements have been used in Higher Education? Q3.  ... 
doi:10.4018/ijicte.20211001.oa10 fatcat:yoenwj7jxna7vda227yhd3nb5q

Gamification in Fostering Creativity

Marius Kalinauskas
2014 Social Technologies  
Gamification is analysed as "use of game design elements in non-game context" .  ...  Creativity is understood as "any act, idea, or product that changes an existing domain, or that transforms an existing domain into a new one" (Csikszentmihalyi, 1996) .  ...  defines gamification as "use of game design elements in non-game contexts".  ... 
doi:10.13165/st-14-4-1-05 fatcat:t76xwuvynnbgvaby77pddu4pce

Effective Online Engagement Strategies through Gamification-A Systematic Literature Review and a Future Research Agenda

2022 Journal of Global Information Management  
The literature, as published in top management, information systems, and education journals, was reviewed using preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines and  ...  Gamification has recently been discovered as an excellent user engagement strategy that has the potential to improve online education, online brand engagement, and information system engagement.  ...  In this sense, gamification refers to the use of game aspects such as design strategies, thinking, and mechanics to enrich non-game environments to engage users by improving the hedonic value of an existing  ... 
doi:10.4018/jgim.290370 fatcat:bm5was6rprcjtdugfnqu7karwq

Systematic Review of Gamification Research in IS Education: A Multi-method Approach

Babajide Osatuyi, Temidayo Osatuyi, Ramiro de la Rosa
2018 Communications of the Association for Information Systems  
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and contexts.  ...  In this paper, we use a multi-method approach to systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied  ...  In Tables 4 and 5, we analyze our findings and summarize their frequencies based on topic, method, and theory. We assigned unique categories to each paper reviewed.  ... 
doi:10.17705/1cais.04205 fatcat:dctj6xssrva47pfn2dknhv5vfm

Mining and crafting a game to teach research methodology

Carl Marnewick, Jacqui Chetty
2021 International Journal of Educational Technology in Higher Education  
The results indicate that gamification can be used to teach research methodology, but more research is needed to determine how game elements can be incorporated into a research methodology game.  ...  It is not known whether gamification can be used to teach research methodology. MinecraftEDU was used to create games to explain the various concepts within research methodology.  ...  Toda et al. (2019) created a taxonomy of 21 game elements for gamification.  ... 
doi:10.1186/s41239-021-00299-2 fatcat:mwhf5ntdnvbbfid4gncrohzrti

Taxonomy of Virtual and Augmented Reality Applications in Education

Jiri Motejlek, Esat Alpay
2021 IEEE Transactions on Learning Technologies  
; an existing taxonomy of educational objectives to derive the educational purpose; an information systems analysis to establish important facets of the taxonomy; and two systematic mapping studies to  ...  This paper presents and analyses existing taxonomies of virtual and augmented reality and demonstrates knowledge gaps and mixed terminology which may cause confusion among educators, researchers, and developers  ...  the taxonomy; an existing taxonomy of educational objectives to derive the educational purpose; an information systems analysis to establish important facets of the taxonomy; and two systematic  ... 
doi:10.1109/tlt.2021.3092964 fatcat:f5dkoffxw5d7zlgvzg7d7xdfz4

The Gamification of Learning: a Meta-analysis

Michael Sailer, Lisa Homner
2019 Educational Psychology Review  
The results suggest that gamification as it is currently operationalized in empirical studies is an effective method for instruction, even though factors contributing to successful gamification are still  ...  Whereas the effect of gamification on cognitive learning outcomes was stable in a subsplit analysis of studies employing high methodological rigor, effects on motivational and behavioral outcomes were  ...  , and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.  ... 
doi:10.1007/s10648-019-09498-w fatcat:p2pcjq3asrdq5gxg3lwzovohwm

Gamification in psychological assessment in South Africa: A narrative review

Yaseerah Akoodie
2020 African Journal of Psychological Assessment  
Based on the results, the use of gamification was shown to decrease anxiety and stress and to increase motivation, loyalty and efficiency, especially in corporate environments.  ...  Gamification is defined as the implementation of game design elements in real-world contexts for non-gaming purposes.  ...  Acknowledgements We wish to thank and express our appreciation towards Professor Sumaya Laher, who had assisted in the production of this review by overseeing all proceedings and guiding the author through  ... 
doi:10.4102/ajopa.v2i0.24 fatcat:mexvzkdo75emjidyrst2cy5leq

The impact of higher education students' personality traits on susceptibility to specific gamification elements

Marko Urh, Eva Jereb, Polona Šprajc, Janja Jerebic, Primož Rakovec
2022 New Trends and Issues Proceedings on Humanities and Social Sciences  
This research aims to determine if higher education students with certain personality traits are susceptible to specific gamification elements in education like points, levels, rewards, and others.  ...  Keywords: Big Five inventory; gamification; gamification elements; higher education; personality traits.  ...  The purpose of gamification in education is to create a more enjoyable educational process and a fun environment for students (Seixas, Gomes, and Filho 2016) and organizational benefits (Kuo and Chuang  ... 
doi:10.18844/prosoc.v9i1.7092 fatcat:z2atglwunrcbvke3i74is4vl6m

Online Gamified Learning to Enhance Teachers' Competencies Using Classcraft

Szarmilaa Dewie Krishnan, Helmi Norman, Melor Md Yunus
2021 Sustainability  
As such, this study aims to address this problem using experiential learning techniques on an online gamified platform, Classcraft.  ...  The findings of the design phase were derived through the Fuzzy Delphi technique to acquire the experts' consensus on the content of the module, and the appropriate gamification elements which ought to  ...  In other words, gamification uses elements, approaches and game thinking in a different context, as these are used in the learning process.  ... 
doi:10.3390/su131910817 fatcat:wg44xgkfnvfmlkacrtfrxrnl4i
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