Gamification in Educational Contexts

Author:

Piasecki Stefan1

Affiliation:

1. FHöV - University of Applied Sciences for Public Administration and Management of Northrhine, Westphalia, Germany

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.

Publisher

IGI Global

Reference97 articles.

1. M-Learning and media use in everyday life: towards a theoretical framework;B.Bachmair;Media, Knowledge & Education. Exploring new Spaces, Relations and Dynamics in Digital Media Ecologies,2008

2. Einleitung: Medien und Bildung im dramatischen kulturellen Wandel

3. Pädagogisch über das Handy nachdenken – Von der kritischen Medienkompetenzförderung zum mobilen Lernen;B.Bachmair;Mobiles Lernen mit dem Handy. Herausforderung und Chance für den Unterricht,2011

4. SIDH: A Game-Based Architecture for a Training Simulator

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3