When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App

Author:

Hadi Mogavi Reza1,Guo Bingcan1,Zhang Yuanhao1,Haq Ehsan-Ul1,Hui Pan2,Ma Xiaojuan1

Affiliation:

1. Hong Kong University of Science and Technology, Hong Kong SAR, Hong Kong

2. Hong Kong University of Science and Technology & University of Helsinki, Hong Kong SAR, Hong Kong

Funder

Research Grants Council of Hong Kong

Hong Kong Research Grants Council

5GEAR and FIT projects from Academy of Finland

Publisher

ACM

Reference128 articles.

1. Exploring the asymmetry of metacognition

2. The Impact of Gamification on Learning Outcomes of Computer Science Majors

3. Alaa AlMarshedi , Vanissa Wanick , Gary B. Wills , and Ashok Ranchhod . 2016. Gamification and Behaviour . In Progress in IS . Springer International Publishing , 19--29. https://doi.org/10.1007/978--3--319--45557-0_2 Alaa AlMarshedi, Vanissa Wanick, Gary B. Wills, and Ashok Ranchhod. 2016. Gamification and Behaviour. In Progress in IS. Springer International Publishing, 19--29. https://doi.org/10.1007/978--3--319--45557-0_2

4. Steering user behavior with badges

5. Fernando R. H. Andrade , Riichiro Mizoguchi , and Seiji Isotani . 2016. The Bright and Dark Sides of Gamification . In Intelligent Tutoring Systems . Springer International Publishing , 176--186. https://doi.org/10.1007/978--3--319--39583--8_17 Fernando R. H. Andrade, Riichiro Mizoguchi, and Seiji Isotani. 2016. The Bright and Dark Sides of Gamification. In Intelligent Tutoring Systems. Springer International Publishing, 176--186. https://doi.org/10.1007/978--3--319--39583--8_17

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