4,864 research outputs found

    Gamification – A Novel Phenomenon or a New Wrapping for Existing Concepts?

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    Adding game elements to products and services has become a popular approach for enhancing users’ experiences. Accordingly, gamification is widely considered an important method for intrinsically motivating users toward a preferred behavior. But what exactly about gamification is actually novel? In a broad literature review, we compare and contrast gamification to similar concepts such as hedonic, persuasive and intrinsically motivating information systems. By decomposing and classifying game elements found in the literature, we distinguish between already existing elements and ones that can be considered new. In order to drive this area of research forward, we develop an extended framework for gamification, identify gaps in the literature, and propose future avenues for research

    Designing Serious Games for Education: From Pedagogical Principles to Game Mechanisms

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    International audienceSGs represent an important opportunity for improving education thanks to their ability to compel players and to present realistic simulations of real-life situations. The scientific community is aware that we are just at the beginning of a proper use of gaming technologies for education and training and, in particular, there is a need for scientific and engineering methods for building games not only as more realistic simulations of the physical world, but as means that provide effective learning experiences. This requires an ever closer cooperation among the various actors involved in the overall SG life- chain, putting pedagogy in a central role, given the educational target of the SGs. This paper addresses the till-now inadequate integration of educational and game design principles and proposes techniques, methods and mechanisms that allow designers with different background to dialogue among each other and to define games that are able to integrate - by design - entertainment and educational features. In particular, the paper follows a design path that starts from the definition of reference frameworks and then analyses the typical categories of design patterns, before focusing on the user-interaction modalities - seen from a pedagogical point of view - given their relevance for the end-users. In the end, we discuss the sandbox serious game model, that looks suited to implement - by design - joint pedagogical and entertainment features. We believe that the indications provided in this paper can be useful for researchers and stakeholders to understand the typical issues in SG design and to get inspiration about possible solutions that take into account the need to implement tools that are effective both as an entertainment medium and as an education tool

    The Gamified Museum:A critical literature review and discussion of gamification in museums

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    English Language Learner Teachers’ Perceptions Of Digital Games On Student Learning

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    This body of work contains three articles that examine the intersectionality between English Language Learner (ELL) teachers and digital games. The purpose of the study is to qualitatively explore the perception of ELL teachers’ use of digital games as educational tools and whether they realize the potential to promote language learning for ELLs. This study aims to understand the lived experiences of ELL teachers to identify their viewpoint of language learning through gaming. The work focuses particularly on the teacher in an effort to contribute empirical work that supports the need for a more holistic approach to digital games in teacher education programs. This dissertation sought to answer four main questions: 1) What is the perception and lived experiences of ELL teachers use of digital games as educational tools?; 2) What are the perceived challenges facing ELL teachers in incorporating digital games?; 3) How does ELL teacher’s perception of digital games influence their use and incorporation?; 4) How do ELL teachers define best practices for digital games in order to promote language learning? I employed qualitative case study methods with a phenomenological lens to analyze the data. I interviewed six ELL teachers in the upper Midwest of the United States. The outcome of this study has the potential to enable teachers to use digital games effectively and to ultimately improve teaching and learning. Today, almost every aspect of society requires the use of technology. Therefore, the incorporation of technology into lesson plans is aligned with the needs of society in the 21st century. By adding digital games into classroom learning, educators may be able to better prepare students for their future careers. This preparation can be achieved because digital games have the potential to increase students’ problem-solving skills, as well as spatial and logical reasoning. The upward mobility and learning opportunities in digital games for ELLs are multiplied in fun and engaging ways

    Systematic Review of Gamification Research in IS Education: A Multi-method Approach

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    Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and contexts. Gamification is increasingly gaining attention among system designers across various industries especially in education due to the benefits associated with its implementation. The adoption of gamification in information systems (IS) education is promising for engaging and motivating students to complete their degree programs. Call for research in this area is particularly on the increase in the IS field. Accordingly, we need to organize the aggregation of research in this area and use common terminologies to promote progressive research practice in the field. In this paper, we use a multi-method approach to systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied areas, and, thus, present opportunities for future research. The multi-method approach combines classical systematic review method and social network analysis to provide additional insight into the knowledge structure of researchers involved in the gamification of IS education. This review also highlights possible interventions that can improve student retention in IS education through the design of effective gamified courses

    STREAM Journal, Vol. 3, No. 1, pp 1-18. January-March 2004

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    CONTENTS: Creating understanding and ownership of collaborative research results through ‘learning by doing,’ by Robert Arthur and Caroline Garaway. Fish culture, farming, markets and promotion: an integrated, sustainable approach to aquaculture and rural development, by Pen Rotha and Brendan Boucher. Fisheries policy reform impact assessment in Cambodia: understanding policy and poor people, by Philip Townsley and Sem Viryak. “Shrimp Hero” Phan The Phuong, by Ngo Minh Khoi. Coral farming in Vietnam, by Nguyen Viet Vinh. The global fisheries market: can rural poor people benefit? Issues raised by STREAM Media Monitoring Reports, by Paul Bulcock

    Promoting interactivity and engagement in tertiary STEM education using technology

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