This thesis addresses the problem of students' disengagement by investigating if gamification can make a contribution to solve the problem and how. Gamification is a new trend that aims to improve people's engagement, motivation, loyalty or participation. It started as a marketing tool but widespread to several diferent areas where peoples' involvement is a key issue. Gamification is inspired by the success and popularity of video games and looks for ways to use game's features in non-game contexts, as a way to drive game-like engagement. While schools are struggling with the lack of motivation and engagement of many of their students, technology is part of most children and teenagers lives in today's societies. They are heavy users of sev...
The teaching community has been struggling to engage learners, whether it be a traditional classroom...
The teaching community has been struggling to engage learners, whether it be a traditional classroom...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
New generations of students are highly involved with technology. Therefore, while coming to traditio...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification has gained traction in recent years as an effective way of engaging users to perform ac...
The teaching community has been struggling to engage learners, whether it be a traditional classroom...
The teaching community has been struggling to engage learners, whether it be a traditional classroom...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
New generations of students are highly involved with technology. Therefore, while coming to traditio...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification has gained traction in recent years as an effective way of engaging users to perform ac...
The teaching community has been struggling to engage learners, whether it be a traditional classroom...
The teaching community has been struggling to engage learners, whether it be a traditional classroom...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...