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Journal ArticleDOI

A social gamification framework for a K-6 learning platform

TLDR
The guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment and how to apply it in education are presented.
About
This article is published in Computers in Human Behavior.The article was published on 2013-03-01. It has received 688 citations till now. The article focuses on the topics: Social learning & Virtual learning environment.

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Citations
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Journal ArticleDOI

Gamifying learning experiences: Practical implications and outcomes

TL;DR: A gamification plugin is designed and built for a well-known e-learning platform and an experiment is made using it in a university course, suggesting that some common beliefs about the benefits obtained when using games in education can be challenged.
Journal ArticleDOI

Challenging games help students learn

TL;DR: The results show that engagement in the game has a clear positive effect on learning, however, it is suggested that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.
Journal Article

Gamification in Education: A Systematic Mapping Study

TL;DR: A study of the published works on the application of gamification to education aims to shed light on the tendencies and emerging practices in this area by presenting a thematic analysis instead of narrative summaries that focus on a qualitative review.
Journal ArticleDOI

The rise of motivational information systems: A review of gamification research

TL;DR: A comprehensive review of the gamification research is provided and a comprehensive discussion is provided on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.
Journal ArticleDOI

A definition for gamification: anchoring gamification in the service marketing literature

TL;DR: An attempt to tie in gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service as well as proposing a definition for gamification, one that emphasizes its experiential nature.
References
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Book

What Video Games Have to Teach Us About Learning and Literacy

TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.

Digital Game-Based Learning

Marc Prensky
TL;DR: Parents and educators need to hear that video games are not the enemy, but the best opportunity the authors have to engage their kids in real learning.
Book

Reality Is Broken: Why Games Make Us Better and How They Can Change the World

TL;DR: McGonigal et al. as mentioned in this paper found that games benefit us mentally and emotionally when we play up to 3 hours a day, or 21 hours a week, and that if we spend all our time competing with others, we miss out on the special benefits of co-op play.
Journal ArticleDOI

From visual simulation to virtual reality to games

TL;DR: Leveraging technology from the visual simulation and virtual reality communities, serious games provide a delivery system for organizational video game instruction and training.
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