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Gamification in Education: A Passing Trend or a Genuine Potential?

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Published:23 June 2017Publication History

ABSTRACT

Traditional schooling is perceived by many students as ineffective and boring. Although teachers continuously seek novel instructional approaches, it is largely agreed that today's schools face major problems around student motivation and engagement. The use of educational games as learning tools is a promising approach. Games have remarkable motivational power. They utilize a number of mechanisms to encourage people to engage with them, often without any reward, just for the joy of playing and the possibility to win. However, creating a highly engaging, full-blown educational game is difficult, time consuming and costly and typically targets only a single set of learning objectives as chosen by the game designer. Yet, the effective classroom adoption of games requires an appropriate pedagogical integration and sometimes a certain technical infrastructure. Can we then, instead of using full-scale games, incorporate game thinking and game design elements in the learning environment as an alternative, less costly and more flexible approach to improving learners' engagement and motivation? Gamification -- the use of game design elements in non-game contexts -- has already seen a successful adoption in many areas including business, marketing, politics, health, fitness and travel. It seems surprising that the education is not in the list of "success stories" yet. Is this just a matter of late reaction or a wait for more persuasive evidence? Can gamification be used in an educational context as well and if so, which are the factors promising success? The talk will explore these questions giving specific attention to the motivational factors that impact learning and behaviour change and will present an overview of the current state of the art and the challenges in using gamification in education.

References

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  2. Dichev, C., Dicheva, D., Angelova, G., Agre, G. From Gamification to Gameful Design and Gameful Experience in Learning, Journal of Cybernetics and Information Technologies, 2014, 14/4. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Dicheva, D. and Dichev, C. Gamification in Education: Where Are We in 2015? E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Chesapeake, VA: AACE, 2015, 1276--1284.Google ScholarGoogle Scholar
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  • Published in

    cover image ACM Other conferences
    CompSysTech '17: Proceedings of the 18th International Conference on Computer Systems and Technologies
    June 2017
    358 pages
    ISBN:9781450352345
    DOI:10.1145/3134302

    Copyright © 2017 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 23 June 2017

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    • research-article
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    • Refereed limited

    Acceptance Rates

    CompSysTech '17 Paper Acceptance Rate42of107submissions,39%Overall Acceptance Rate241of492submissions,49%

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