Abstract
One of the most interesting and disruptive trends in the current elearning scenario is gamification, that is, the use of game design elements in non-game contexts. This paper provides a definition of gamification in the educational field and an overview of its applications. It then discusses the existing studies on the effectiveness of gamifiction for learning purposes, focusing on their impact on students’ attitude, knowledge and behavior. Finally, it highlights the main gaps in the current literature, pointing to new directions of research.
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Notes
- 1.
For the purposes of this paper the term “Game Based Learning” will be used as a comprehensive label that includes all the learning techniques using digital games and game mechanics.
- 2.
Among the different theories on the motivational dimension on learning, one of the most complete is the so-called ARCS model of motivational design [11].
- 3.
For accuracy in reporting, it should be mentioned that most of the times changes in behaviors were out of scope of the analyzed papers. This means that evidences were not found, sometimes also because not specifically addressed.
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Caporarello, L., Magni, M., Pennarola, F. (2019). One Game Does not Fit All. Gamification and Learning: Overview and Future Directions. In: Lazazzara, A., Nacamulli, R., Rossignoli, C., Za, S. (eds) Organizing for Digital Innovation. Lecture Notes in Information Systems and Organisation, vol 27. Springer, Cham. https://doi.org/10.1007/978-3-319-90500-6_14
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