The Impact of Gamification - Recommending Education Scenarios
Kai Erenli, UAS bfi Vienna, Austria
iJET Volume 8, Number 2013, ISSN 1863-0383 Publisher: International Journal of Emerging Technology in Learning, Kassel, Germany
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 â??gamificationâ?. 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.
Erenli, K. (2013). The Impact of Gamification - Recommending Education Scenarios. International Journal of Emerging Technologies in Learning (iJET), 8(2013),. Kassel, Germany: International Journal of Emerging Technology in Learning.
Cited ByView References & Citations Map
Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment
Sylena Measles & Sumayah Abu-Dawood, University of North Texas, United States
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 809–814
Bradley Wiggins & Susan Simkowski, UA-FS, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2014 (Oct 27, 2014) pp. 2050–2058
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact email@example.com.