Affiliation:
1. The Ohio State University, USA
Abstract
Gamification continues to grow in popularity, and has significant application to education and student motivation. Because gamification is a large, encompassing concept it may be best to assess its effects by breaking down its composite features and assessing the positive and negative effects of these features. This chapter takes features including immediate feedback, use of narrative, tailored challenges, and displays of progress, and discusses popular current theories in communication and psychology to discuss the potential benefits and drawbacks of each feature, placing a focus on student motivation, comparison, and self-perception. This moves to discuss practical ways to best employ gamification features, and discusses the impact of digital technology on gamification in the classroom and should be useful for researchers interested in the topic and for teachers considering how to best gamify their classrooms.
Cited by
3 articles.
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