© 2018 Copyright is held by the owner/author(s). Research on gamified educational platforms has chiefly focused on game elements motivating continued engagement, neglecting whether and why people choose to use them in the first place. Grounded in Uses & Gratifications Theory, this study therefore combined use diaries with follow-up interviews to explore the situated reasons for use of 83 students who voluntarily used a gamified online learning platform. Partial data analysis suggested a motivational threshold of gamification: game design elements don’t motivate the initiation of new use sessions per se, but are able to prolong an already started session. Some other preexisting sought uses and gratifications are required for gamification to ...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Researchers have been looking into gamification in education as a way to motivate students. In this ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Research on gamified educational platforms has chiefly focused on game elements motivating continued...
Research on gamified educational platforms has chiefly focused on game elements motivating continued...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of ...
With a high attrition rate among students in online learning, educators and researchers have introdu...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Gamification does not mean using games, instead it refers to using game mechanisms or elements in co...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Researchers have been looking into gamification in education as a way to motivate students. In this ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Research on gamified educational platforms has chiefly focused on game elements motivating continued...
Research on gamified educational platforms has chiefly focused on game elements motivating continued...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of ...
With a high attrition rate among students in online learning, educators and researchers have introdu...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Gamification does not mean using games, instead it refers to using game mechanisms or elements in co...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Researchers have been looking into gamification in education as a way to motivate students. In this ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...