The term ’gameful learning’ has warranted an extensive research matter for gamifcation authorities around the globe. Combining gameful activities with an unappealing school lecture gives teachers the potential of producing outstanding results from their students. In this era of technology and innovation, gamifed online learning platforms open up a world of possibilities for educators to deliver contemporary knowledge. This thesis examines 4 signifcant gameful design principles and proposes their application onto an online learning platform developed by Aalto University named A-plus. First, the efect of gamifying classrooms is analyzed through a literature review. This is then followed by a collective assessment of whether A-plus already...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Over the past few years the application of educational technology in the classroom setting has been ...
Online learning is an area that has expanded greatly over the past few years. Manyteachers and unive...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The teaching community has been struggling to engage learners, whether it be a traditional classroom...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Purpose – Gamification or related concepts such as serious games and playful design are discussed in...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Over the past few years the application of educational technology in the classroom setting has been ...
Online learning is an area that has expanded greatly over the past few years. Manyteachers and unive...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The teaching community has been struggling to engage learners, whether it be a traditional classroom...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Purpose – Gamification or related concepts such as serious games and playful design are discussed in...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...