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The Impact of Gamification - Recommending Education Scenarios

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dc.creator Kai Erenli
dc.date 2013-01-01T00:00:00Z
dc.date.accessioned 2015-08-12T11:29:11Z
dc.date.available 2015-08-12T11:29:11Z
dc.identifier 10.3991/ijet.v8iS1.2320
dc.identifier 1863-0383
dc.identifier https://doaj.org/article/8382372e6d7f459fb20a81326e24d8ac
dc.identifier.uri http://evidence.thinkportal.org/handle/123456789/30797
dc.description Many students play (computer) games in their leisure time, thus acquiring skills which can easily be utilized when it comes to teaching more sophisticated knowledge. Nevertheless many educators today are wasting this opportunity. Some have evaluated gaming scenarios and methods for teaching students and have created the term “gamification”. This paper describes the history of this new term and explains the possible impact on teaching. It will take well-researched facts into consideration to discuss the potential of games. Moreover, scenarios will be illustrated and evaluated for educators to adopt and use on their own.
dc.language English
dc.publisher kassel university press GmbH
dc.relation http://online-journals.org/i-jet/article/view/2320
dc.relation https://doaj.org/toc/1863-0383
dc.rights CC BY
dc.source International Journal of Emerging Technologies in Learning (iJET), Vol 8, Iss S1, Pp 15-21 (2013)
dc.subject gamification, definition, scenarios, achievements
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject DOAJ:Technology (General)
dc.subject DOAJ:Technology and Engineering
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject DOAJ:Technology (General)
dc.subject DOAJ:Technology and Engineering
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.title The Impact of Gamification - Recommending Education Scenarios
dc.type article


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