This study explores the different motivations and learning styles of students using a game for revision in a leading university. The research is unique in attempted to understand the coaction of motivation and learning style through rich qualitative empirical work, which unpacks the opinion of game users and their inherent real-life experience of educational gamification and associated game elements. Our findings indicate that there are three specific modes of interaction between motivation and learning which we call ‘motivational learning modes’ . As this is a preliminary study, we conclude by detailing our future work and fruitful avenues for expanding educational gamification research based on our insights
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
Gamification is one of the methods used for delivering gameful experiences to Generation Z learners....
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This study explores the different motivations and learning styles of students using a game for revis...
Little work has been done to understand the motivational impact of specific game elements and how th...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
International audienceSeveral studies have been conducted in recent years into the effects of gamifi...
International audienceThe gamification approach is often used in educational settings, with widely v...
Researchers have been looking into gamification in education as a way to motivate students. In this ...
International audienceGamification, defined as the use of game elements in non game situations, is a...
In this chapter, the authors present a study conducted among university students with the purpose of...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
Gamification is one of the methods used for delivering gameful experiences to Generation Z learners....
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This study explores the different motivations and learning styles of students using a game for revis...
Little work has been done to understand the motivational impact of specific game elements and how th...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
International audienceSeveral studies have been conducted in recent years into the effects of gamifi...
International audienceThe gamification approach is often used in educational settings, with widely v...
Researchers have been looking into gamification in education as a way to motivate students. In this ...
International audienceGamification, defined as the use of game elements in non game situations, is a...
In this chapter, the authors present a study conducted among university students with the purpose of...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
Gamification is one of the methods used for delivering gameful experiences to Generation Z learners....
Gamification is the application of game design elements in a non-gaming environment to promote outco...