Many students play (computer) games in their leisure time, thus acquiring skills which can easily be utilized when it comes to teaching more sophisticated knowledge. Nevertheless many educators today are wasting this opportunity. Some have evaluated gaming scenarios and methods for teaching students and have created the term â??gamificationâ?. This paper describes the history of this new term and explains the possible impact on teaching. It will take well-researched facts into consideration to discuss the potential of games. Moreover, scenarios will be illustrated and evaluated for educators to adopt and use on their own
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Gamification refers to taking concepts usually associated with videogames and applying them to other...
The concept of gamification was first introduced in the literature in 2008 has increasingly been a t...
Gemificaticn is a new and upcoming trend that is predicted by many to further enhance the field of e...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Gamification refers to taking concepts usually associated with videogames and applying them to other...
The concept of gamification was first introduced in the literature in 2008 has increasingly been a t...
Gemificaticn is a new and upcoming trend that is predicted by many to further enhance the field of e...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...