Gamification for Sustainability: A Possible Renaissance of Role-Playing Game Mechanics in Pedagogy

Author:

Réti Mónika,Lippai Edit,Nemes Márk

Publisher

Springer International Publishing

Reference23 articles.

1. Alshammari, A. (2021). Captology in game-based education: a theoretical framework for the design of persuasive games. Interactive Learning Environments. https://doi.org/10.1080/10494820.2021.1915803 Accessed 4 Jul 2021

2. Bateman, C., & Nacke, E. L. (2010). The neurobiology of play. Futureplay '10: Proceedings of the International Academic Conference on the Future of Game Design and Technology, May 2010 p 1–8 https://doi.org/10.1145/1920778.1920780

3. Becker, K. (2021). What’s the difference between gamification, serious games, educational games, and game-based learning? In: Academia Letters. Article 209. https://doi.org/10.20935/AL209. Accessed 20 Jun 2021.

4. Cohen, S. J. (2016). Investigating the impact of gamification on student performance in a secondary science classroom. (A professional paper submitted in partial fulfilment of the requirements for the degree of Master of Science in Science Education), Montana State University, Bozeman, Montana, 2016. https://scholarworks.montana.edu/xmlui/bitstream/handle/1/10039/CohenS0816.pdf?sequence=5. Accessed 5 Aug 2021.

5. Deterding, S. (2010) Pawned. Gamification and Its Discontents. Presentation to ‘Playful 2010’, London. http://www.slideshare.net/dings/pawned-gamificationand-its-discontents. Accessed 20 Jun 2021.

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