Gamification is defined as: the process of adding games or game-like elements to something (such as a task) so as to encourage participation. There are many examples of gamification in higher education; games have been shown to motivate students to engage more with their study tasks. Even though the use of gamification (as an engagement and recruitment strategy in higher ed) has been utilized since 1999 (Fairmont State), only a select few universities have leveraged gamification as a tool for engagement and recruitment over the last 18 years. The strategy overall has not garnered much research but since gaming culture is now more ubiquitous than ever (67 percent of American households own a device used to play video games) it is inevit...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Purpose – Gamification or related concepts such as serious games and playful design are discussed in...
Traditional methods are out of favor for the 21st century's classroom. Students are spending more ti...
Games have become popular in today’s media. Along with games, gamification has become popular in man...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Gamification is defined as the use of game design elements in non-game contexts and aims to change t...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
International audienceThis study aimed to identify the feasibility and expediency of gamifying activ...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
As online courses become more established, there has been a clear impetus to build interactivity, pe...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a growing trend in research (Caponetto, Earp, and Ott, 2014; Erenli, 2013; Kasurinen...
Game design has shifted from the development of games for entertainment to the creation of games wit...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Purpose – Gamification or related concepts such as serious games and playful design are discussed in...
Traditional methods are out of favor for the 21st century's classroom. Students are spending more ti...
Games have become popular in today’s media. Along with games, gamification has become popular in man...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Gamification is defined as the use of game design elements in non-game contexts and aims to change t...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
International audienceThis study aimed to identify the feasibility and expediency of gamifying activ...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
As online courses become more established, there has been a clear impetus to build interactivity, pe...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a growing trend in research (Caponetto, Earp, and Ott, 2014; Erenli, 2013; Kasurinen...
Game design has shifted from the development of games for entertainment to the creation of games wit...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Purpose – Gamification or related concepts such as serious games and playful design are discussed in...
Traditional methods are out of favor for the 21st century's classroom. Students are spending more ti...