Encyclopedia of Educational Innovation

Living Edition
| Editors: Michael A. Peters, Richard Heraud

Digital Games and Gamification in Learning

  • Heide LukoschEmail author
Living reference work entry
DOI: https://doi.org/10.1007/978-981-13-2262-4_134-1

Introduction

Games and the application of game elements in non-gaming contexts, a process called gamification, have become an ever more accepted approach in learning environments. Digital games, and game elements in particular, seem to be promising methods to address a large and diverse group of learners, foster their motivation and self-efficacy, and enable creative problem-solving. A game is often described as consisting of four elements, namely, goals, rules, feedback, and (voluntary) participation or interaction. Beyond games as well-defined artifacts, gamification as the application of playful elements to non-gaming contexts (Deterding 2012) can be used to enhance the traditional (digital) classroom and learning outside of it. Learners who are challenged and enabled to take over different roles and perspectives are confronted with a rich, interactive, and active learning environment that is based on an experiential learning approach – learning by doing in a safe environment,...

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Copyright information

© Springer Nature Singapore Pte Ltd. 2020

Authors and Affiliations

  1. 1.HIT Lab NZUniversity of CanterburyChristchurchNew Zealand

Section editors and affiliations

  • David Parsons
    • 1
  1. 1.The Mind LabAucklandNew Zealand