One Game Does not Fit All. Gamification and Learning: Overview and Future Directions
Leonardo Caporarello (),
Massimo Magni and
Ferdinando Pennarola
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Leonardo Caporarello: Bocconi University
Massimo Magni: Bocconi University
Ferdinando Pennarola: Bocconi University
A chapter in Organizing for Digital Innovation, 2019, pp 179-188 from Springer
Abstract:
Abstract One of the most interesting and disruptive trends in the current elearning scenario is gamification, that is, the use of game design elements in non-game contexts. This paper provides a definition of gamification in the educational field and an overview of its applications. It then discusses the existing studies on the effectiveness of gamifiction for learning purposes, focusing on their impact on students’ attitude, knowledge and behavior. Finally, it highlights the main gaps in the current literature, pointing to new directions of research.
Keywords: E-learning; Gamification; Game-based learning; Instructional design (search for similar items in EconPapers)
Date: 2019
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Persistent link: https://EconPapers.repec.org/RePEc:spr:lnichp:978-3-319-90500-6_14
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DOI: 10.1007/978-3-319-90500-6_14
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