Gamification in Educational Contexts: A Critical View on Mechanisms and Methodology
Stefan Piasecki
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Stefan Piasecki: FHöV - University of Applied Sciences for Public Administration and Management of Northrhine, Westphalia, Germany
International Journal of Advanced Pervasive and Ubiquitous Computing (IJAPUC), 2019, vol. 11, issue 2, 41-67
Abstract:
Gamification as a tool or procedure to add entertaining and motivating elements to usually non-entertaining environments such as schools or workplaces is becoming more and more popular. E-learning platforms like Moodle provide tools and sets of functions to add elements of gamification. An important factor, especially for education, is technology: individual achievements and progress can be recorded, measured, tracked and visualized and, therefore, identified and honored through bonus points, awards or rankings. This is where gamification can add some challenge and excitement to learning.
Date: 2019
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Persistent link: https://EconPapers.repec.org/RePEc:igg:japuc0:v:11:y:2019:i:2:p:41-67
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International Journal of Advanced Pervasive and Ubiquitous Computing (IJAPUC) is currently edited by Tao Gao
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