Games, gaming and gamification in Education
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Games, gaming and gamification in Education
Using games and game strategies for enhancing learning in higher education settings.
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Gamifying Student Engagement

Gamifying Student Engagement | Games, gaming and gamification in Education | Scoop.it
In her TED talk, "Gaming Can Make a Better World," author and researcher Jane McGonigal posits that in game worlds people are "motivated to do something that matters, inspired to collaborate, to coo
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Serious Games – Gamification of Education

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The impact of gamification: A recommendation of scenarios for education

The impact of gamification: A recommendation of scenarios for education | Games, gaming and gamification in Education | Scoop.it

This paper appears in:
Interactive Collaborative Learning (ICL), 2012 15th International Conference on
Date of Conference: 26-28 Sept. 2012
Author(s): Erenli, K.
Film-, TV- & Media Production, Univ. of Appl. Sci. bfi Vienna, Vienna, Austria
Page(s): 1 - 8
Product Type: Conference Publications

Abstract

Many students play (computer) games during leisure time. While playing those games they adopt skills which can be easily addressed when it comes to teaching of more sophisticated knowledge. Nevertheless many educators today dissipate this opportunity. Some others have already evaluated gaming scenarios and methods for teaching students and have created the term “gamification”. This paper will describe the history among this new term and explain the possible impact on teaching. It will take well-researched facts into consideration to discuss the potential. Moreover scenarios will be demonstrated and evaluated for educators to use and adopt on their own.

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GAMIFYING EDUCATION: A PROPOSED TAXONOMY OF SATISFACTION METRICS

GAMIFYING EDUCATION: A PROPOSED TAXONOMY OF SATISFACTION METRICS | Games, gaming and gamification in Education | Scoop.it
Central and Eastern European Online Library - CEE journals, documents, articles, periodicals, books available online for download

 

Abstract:

 

This paper considers several popular modalities of electronic games, serious and otherwise, and outlines the reasons why some are successful and some are not at the task of retaining the attention of their core  audience. In order to accomplish this task, a taxonomy of satisfaction metrics for end-users is proposed based on modern trends in electronic entertainment. A new approach is needed in order to account for dramatic changes in the electronic gaming landscape wrought by the explosion of mobile gaming on one hand and social gaming on the other. Two main modifications to the taxonomy incorporate social obligations as a  motivating factor separate from a desire to socialize in and of itself and consider the importance of feedback both in light of Fogg’s work  (Persuasive Technologies, 2010)and Shneiderman’s well known eight rules of interface design and related work. This taxonomy is then correlated to previous advances in this field of study, such as Fogg’s Behavioral Model and Bartle’s quartet of gamer archetypes. The taxonomy, thus improved, is demonstrated by using it to examine exemplars of the various categories of game now popular or being created. The analyses conducted lead to ways in which the current approach to serious game design methodology can be modified and possibly improved. This paper then examines specifically how this new methodology may be best employed in the field of e-learning. Of special interest is gamifying presence and distance learning supported by traditional e-learning materials and doing so both effectively and with few resources.  Finally, the paper presents a discussion on the means and methods which may be used to verify the new taxonomy and its applicability to the field of gamification.

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Gamification of the Games Course

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Using Gamification to Increase Student Engagement and Participation in Class Discussion

Using Gamification to Increase Student Engagement and Participation in Class Discussion | Games, gaming and gamification in Education | Scoop.it
This study investigates the use of gamification to improve college student in-class participation and engagement.
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Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training - Springer

Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training - Springer | Games, gaming and gamification in Education | Scoop.it
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The Gamification of Learning

The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s. Technology in schools has evolved considerably since then, and gaming has become pervasive within all demographic subgroups. Gaming within education is currently a fragmented value proposition. Education games are inherently engaging to students because they present novel situations and are immersive. The authors argue that video games often do a better job of teaching than decontextualized, skill-and-drill instruction. Students can use educational games to engage in difficult tasks without embarrassment when they fail, and teachers can use educational games to build problem-solving skills and help students see the meaning in their lessons. (Contains 2 resources.)

 

 Principal Leadership, v12 n1 p56-59 Sep 2011
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Badges in Social Media A Social Psychological Perspective

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Orientation Passport

Orientation Passport | Games, gaming and gamification in Education | Scoop.it

Adding game elements to an application to motivate use and enhance the user experience is a growing trend known as gamification. This study explores the use of game achievements when applied to a mobile application designed to help new students at university. This paper describes the foundations of a design framework used to integrate game elements to Orientation Passport, a personalised orientation event application for smart phones. Orientation Passport utilises game achievements to present orientation information in an engaging way and to encourage use of the application. The system is explained in terms of the design framework, and the findings of a pilot study involving 26 new students are presented. This study contributes the foundations of a design framework for general gamified achievement design. It also suggests that added game elements can be enjoyable but can potentially encourage undesirable use by some, and aren't as enjoyable if not enforced properly by the technology. Consideration is also needed when enforcing stricter game rules as usability can be affected.

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The Gamification of Learning and Instruction

The Gamification of Learning and Instruction | Games, gaming and gamification in Education | Scoop.it
Praise for The Gamification of Learning and Instruction"Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design.
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From game design elements to gamefulness

From game design elements to gamefulness | Games, gaming and gamification in Education | Scoop.it

Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.

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The Gamification of Education Infographic

The Gamification of Education Infographic | Games, gaming and gamification in Education | Scoop.it
Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students? Learn all about the impact of gaming on education in this infographic.
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12 Ways To Make Your Gamification Project Fail | HR Examiner

12 Ways To Make Your Gamification Project Fail | HR Examiner | Games, gaming and gamification in Education | Scoop.it
Gamification is fast being touted as a panacea for everything from employee engagement to higher productivity, from customer loyalty to effectiveness in
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Conference proceedings of "eLearning and Software for Education"

Conference proceedings of "eLearning and Software for Education" | Games, gaming and gamification in Education | Scoop.it

Articles relating to gaming and gamification:

 

* LEARNING BY PLAYING. USING COMPUTER GAMES IN TEACHING ENGLISH GRAMMAR TO HIGH SCHOOL STUDENTS

* COMPUTER GAMES USED IN TEACHING OF GEOGRAPHY

* SERIOUS GAME APPLICATION IN ANTI-AIRCRAFT MISSILE TRAINING

* TRENDS FOR DEVELOPING SERIOUS GAMES AS A COMPLEMENTARY SOLUTION TO TRADITIONAL EDUCATION AND TRAINING
* THE EDUCATIONAL POTENTIAL OF COMMERCIAL COMPUTER GAMES   

* GBL AND CREATIVITY IN CLASSES
* USING GBL IN ECDL COURSES

* SUGGESTOPEDIA, A SERIOUS COMPETITIVE GAME

* GAMIFYING EDUCATION: A PROPOSED TAXONOMY OF SATISFACTION METRICS

* APPROACHES ON METRICS AND TAXONOMY IN SERIOUS GAMES   

* ASPECTS OF SERIOUS GAMES CURRICULUM INTEGRATION - A TWO-FOLDED APPROACH -   

* THE PROJECT LABOUR MARKET IN TOUCH: NEW NON-ROUTINE SKILLS VIA MOBILE GAME-BASED LEARNING   

* INTEROPERABILITY STRATEGIES FOR SERIOUS GAMES DEVELOPMENT   

* STUDENTS’ TIME PERSPECTIVE AND ITS EFFECTS ON GAME BASED LEARNING   

* SOLUTIONS FOR DEVELOPING SCORM CONFORMANT SERIOUS GAMES

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Makahiki: An Open Source Game Engine for Energy Education and Conservation

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Gamifying a Library Orientation Tutorial for Improved Motivation and Learning

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2013-Horizon-Report-creative-commons-copy.pdf

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Check pages 20-25 for Games and Gamification

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A Use Centered Theoretical Framework for Meaningful Gamification

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Applying game achievement systems to enhance user experience in a photo sharing service

Applying game achievement systems to enhance user experience in a photo sharing serviceMarkus Montola, Timo Nummenmaa, Andrés Lucero, Marion Boberg, Hannu Korhonen

Achievement systems are reward structures providing additional goals for players, and thus extending the play time of videogames. In this paper, we explore how applications other than games could benefit from achievement systems, and how users perceive this additional content in a service. For this purpose, we added an achievement system to a geo-tagged photo sharing service called Nokia Image Space. The results suggest that there is some potential in achievement systems outside the game domain. The achievements triggered some friendly competition and comparison between users. However, many users were not convinced, expressing concerns about the achievements motivating undesirable usage patterns. Therefore, an achievement system poses certain design considerations when applied in non- game software.

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Raising engagement in e-learning through gamificatio

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Gamification: State of the Art Definition and Utilization

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Gamification by Design

Gamification by Design | Games, gaming and gamification in Education | Scoop.it
What do Foursquare, Zynga, Nike+, and Groupon have in common? These and many other brands use gamification to deliver a sticky, viral, and engaging experience to their customers.
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Gamification. using game-design elements in non-gaming contexts

Gamification. using game-design elements in non-gaming contexts | Games, gaming and gamification in Education | Scoop.it

"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.

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