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What is Gamification

Disciplinary Literacy Connections to Popular Culture in K-12 Settings
Game elements and mechanics used in non-game activities. Examples include digital badges, Leaderboards, and points.
Published in Chapter:
The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests
Anastasia Lynn Betts (University at Buffalo, SUNY, USA), Nika Fabienke (Age of Learning, Inc., USA), and Matthew Farber (University of Northern Colorado, USA)
DOI: 10.4018/978-1-7998-4721-2.ch010
Abstract
A focus on disciplinary literacy may hold promise for increasing student engagement and achievement. This chapter focuses on the use of the “quest” (a mechanic common in video games) as a means to increase learner agency, engagement, and motivation. Quests may further be beneficial in developing the disciplinary literacy of students, due to their highly contextualized interactive narratives that allow for student role-playing, and the development of problem-solving skills and discipline-specific habits of mind (e.g., What does it mean to work, think, and communicate like a historian, mathematician, or scientists?). A variety of tools for implementing quest-based learning are examined, as well as ways in which the quest mechanic is being used in the design of instructional sequences in the digital app Adventure Academy, an educational massively multiplayer online (MMO) video game, in order to develop disciplinary literacy.
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Mobile Gamification Tools for Foreign Language Teaching in Higher Education
Gamification is the use of game design elements, mechanics, and principles in non-game contexts to motivate and engage people to achieve desired behaviors, tasks, or goals.
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Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion
Is the use of videogames strategies, principles and elements to non-game contexts in order to gamefully promote desired and pre-established outcomes.
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The Technological Power of Mysticism: A New Approach to Management of Religious Destinations
Application of game elements and principles for custom, application specific problems.
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Virtual World in Learning Disability
A simple technique to insert game plays elements in a non-gaming setting.
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Gamers and Customer Engagement
A nongame content is designed like a game, giving a playful experience in the target audience.
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Gamification in Healthcare Education: Demystifying a Trend
Gamification in healthcare means the application of elements used to create games in settings different from these, looking for a more expressive engagement of students. The intention is to use the specificities and advantages of games for real concepts, processes, and real clinical situations, increasing the challenges and the fun of their participants.
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Social Sustainability via Critical Reflexivity: Strategic Gamification in Higher Education
The transference and application of the characteristics of game playing to a formal context, such as Higher Education, with the purpose of enhancing capacity for creative thinking and the harnessing of internal motivation.
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Gamified Learning: Favoring Engagement and Learning Outcomes
A pedagogical intention which, to be achieved efficiently, must be able to select and quantify gamification mechanisms adapted to the right context, target, and learning objective.
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Bring the Media Literacy of Turkish Pre-Service Teachers to the Table
Gamification is a kind of method which is used to change some skills of people with game mechanisms. The term which was coined by British Nick Pelling in 2002 only reached popular use in 2010.
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WorkAI: Raising Work-Related Self-Awareness With Gamified Approach
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Reshaping Business Organizations Through Gamification
The use of game-thinking and game mechanics to engage users and solve problems, it involves the use of game elements and game design techniques in non-game contexts. The motivations to use gamification may include extrinsic motives (tangible intangible rewards), intrinsic motives (status, achievements, self-expression, and competition) and so on.
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mHealth for Pediatric Patients: Can ICT Foster Distractive and Medical Play?
Gamification is a strategy used to improve systems and motivate users by using playing experience elements. It implies the application of game-design aspects and dynamics in non-game contexts such as learning, physical exercise, organizational productivity, etc.
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Interactive Virtual Participation for Opera and Theatre Using New Digitization Information Systems
Consists of game techniques to implement user involvement during the experience. Everything that does not start as a game application is transformed into a formative learning activity.
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Let's All Play Together: Motivations of Different Gamification User Types
The use of game mechanics, game elements and game aesthetics for non-gaming or entertainment purposes, to create engagement and contribute towards problem solving.
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Using Gamification to Engage Higher-Order Thinking Skills
Gamification reflects the use of game elements in a context that was not originally intended to be a game.
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Increasing Engagement Through Explicit and Implicit Gamification in Higher Education
Promotion of engagement through the application of game mechanics to non-game contexts.
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Augmented Reality in Informal Learning Settings: Leveraging Technology for the Love of History
An approach to the design of instructional technology that aims to engage learners in playful instructional tasks and promote positive emotions.
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Invigorating Virtual Classrooms in Degree and Post-Degree Studies of Economics With Escape Rooms
The use of games or playing elements to strengthen or complement educational processes.
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A Survey on Computer Programming Learning Environments
Conceptual model that aims to bring game mechanics to non-game contexts.
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Implications of Gamification and Virtual Reality in Higher Education
The process of integrating game mechanics into something that already exists – a website, an enterprise application, an online community.
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Gamification
The use of game-based mechanics and game-based design elements in non-game settings to engage users and encourage achievement of desired outcomes through motivation of users.
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Multiplayer Game-Based Language Learning
The use of game elements and design techniques in non-game contexts.
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Online Game Experiences: The Perspective of Experiental Marketing
Using game design elements, gameplay mechanics, aesthetics, and game thinking to accomplish various purposes.
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Health Information Communication in Rural Settings During Crises
The application of game design principles, mechanics, and elements in non-gaming contexts to engage and motivate individuals, enhance their learning experience, and encourage specific behaviors or actions.
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Gamification in Marketing: A Case Study From a Customer Value Perspective
The usage of game design elements and mechanics in non-game environments to motivate users to perform a task or act in a certain way.
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Story-Telling, Gamification, and Videogames: A Case Study to Teach English as a Second Language
The process of introducing the mechanism and design of games in non-gamified experiences or contexts as an incentive to foment motivation, engagement, organizational productivity, learning, etc.
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Technology-Based Gamification in the Classroom: An Application to Production Management Teaching
An active teaching and learning methodology that uses the mechanics of game in non-game context.
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Gamification: Model-Driven Engineering Approaches
Concept with different definitions, but it is generally known as the use of game design elements in non-game contexts.
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Games and Their Embodied Learning Principles in the Classroom: Connecting Learning Theory to Practice
The process and phenomenon of incorporating game-like structures and activities into non-gaming environments.
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Tools and Techniques of Digital Education
The process of incorporating game mechanics into non-game activities is known as gamification.
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Mobility, Data, and Behavior: The TrafficO2 Case Study
The use of game mechanics in non-game contexts to engage users in solving problems.
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Gamifying Discussion Forums
The act of introducing gaming elements, liked scoring and leadership boards, to serve as incentives and motivators to students to participate and participate fully.
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Sustainable Mobility in Smart Cities: The Key Role of Gamified Motivational Systems for Citizens' Engagement and Behavior Change
The employment of game-like elements in contexts other than games, generally, to pursue a certain goal (e.g., a positive behavioral change).
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A Systematic Review of Gamification Within E-Learning
Use of game elements in non – gaming context (Detering et al., 2011).
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Bridging the Language Gap With Emergent Technologies
Application of game elements to any activity.
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Embracing Lifelong Learning Through Gamified Flipped Learning
The incorporation of game elements, both technical and non-technical, into non-gaming contexts to aid in creating an engaging, motivating, and sustainable learning environment that may change over time to meet the requirements of individuals.
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Unlocking Knowledge Through Escape Rooms in Online Higher Education: Proposal for Learning About Consumer Behavior
Use of game elements, such as reward systems, to motivate players to engage in a task they otherwise would not find appealing.
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The Place of Gamification in the Educational Context
A relatively new educational technique that increases students' interest through the use of game resources, game designs, game thinking, and game principles in non-game areas.
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Gamification in Classroom Management
The use of digital gaming features to solve problems or improve situations in non-gaming environments.
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Simulations in Business Education: A Case Study of Cesim™ Global Challenge
The application of game elements and mechanics in other activities with the purpose of increasing engagement.
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Could Educational Technology Replace Traditional Schools in the Future?
Electronic video games designed for teaching and learning rather than purely entertainment.
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The Fundamentals of Game-Based Learning
The practice of making activities more like games in order to make them more interesting or enjoyable.
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Use of Online Active Methodologies in Higher Education
It is the use of game-like elements in situations which are not ludic.
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Stop Saying Virtual Learning Does Not Work: Effective Distance Learning for K-3 Students
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Gamification: A Learning Technique for the Dynamization of the Teaching of Social Sciences
Use of some elements and mechanisms typical of a game, such as scoring or setting levels to be overcome, in a non-game environment.
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Innovative Language Learning Approaches: Immersive Technologies and Gamification
The practice of incorporating and using game design elements and principles in non-game contexts as a way of highlighting user engagement, enthusiasm, and learning. In an educational context, gamification integrates game elements into the design of learning activities.
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Governmentality, Playbor, and Peak Performance: Critiques and Concerns of Health and Wellness Gamification
Using game elements in non-gaming environments, such as assigning point values to activities and tracking points relative to other players.
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A Primer on Gamification Standardization
Application of game-design elements and game principles in non-game contexts.
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Learning by Doing in 3D Environments: Collaborative Efforts in Second Life and Open Sim
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Application of Gamification to Blended Learning in Higher Education
One form of DGBL that uses game-based elements such as mechanics, aesthetics, and game thinking in non-game contexts aimed at engaging people, motivating action, enhancing learning, and solving problems (Borgos et al, 2014 AU24: The in-text citation "Borgos et al, 2014" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. ).
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Gamifying Children's Linguistic Intelligence With the Duolingo App: A Case Study From Indonesia
Using game-based mechanics, aesthetics, and game-thinking to engage people, motivate action, promote learning, and solve problems.
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Exploring the Emerging Potential of the Metaverse in Education: Gamification, Advantages, and Limitations
Gamification incorporates game-like elements and mechanics into various contexts, with particular benefits evident when integrated into the Metaverse, particularly in fields such as education.
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Simulations as Collaborative Learning Systems to Enhance Student Performance in Higher Education
A process which advocates the use of game-design aspects in non-game contexts. Reward systems, leader boards, badges, stages, and trophies are examples of game design components.
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Playful Education and Innovative Gamified Learning Approaches
The use of specific approaches and techniques, specifically game mechanics, in various environments and settings, in order to attract people in problem solving and to enhance their contribution in a pleasant manner.
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Math Teacher Perceptions About Gamification Strategies: An Exploratory Study in the Spanish Context
Use of game mechanics or elements, such as points, rewards, and different levels, in non-entertainment contexts.
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Who Am I as a Healthcare Provider?: Identity and Transformative Learning in Virtual Environments
The process of using game mechanics and game thinking in non-gaming contexts to engage users and to solve problems.
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Game-Based Learning in Higher Education: An Effective Pedagogical Tool for Enhanced Competency Building
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Exploring the Landscape of Online Formative Assessment Practices in Programming Courses: A Scoping Review
It refers to incorporating game elements and principles, such as points, rewards, and competition, into the assessment process.
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Gamification, Learning, and the Acquisition of 21st Century Skills Amongst Malaysian Law Students
The integration of game-mechanics or game-elements into a non-game environment such as in the physical classroom or virtual classroom.
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Technology Tools for Integration in the Classroom
Using game design and mechanics to drive motivation and increase engagement in learning.
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Gamification in Teacher Education: Teacher Educators and Trainee Teachers' Perspectives in India
The practice of incorporating game like features into non -gaming contexts to promote engagement.
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Assessing Language in an E-Learning Environment
Web-based activity that employs a rewards system such as points or leveling.
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Promoting Behavioral Weight Loss and Physical Activity: Design of Two Interventions
The influence affordances (i.e., components and mechanics that structure games) have on psychological outcomes and experiences, and in turn, motivation and behavioral outcomes.
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The Gamification in Online Environments in the Context of the Flipped Classroom
Is the application of game elements and digital game design techniques to non-game problems, such as applying gamified techniques to teaching and learning processes.
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Gamification to Improve Adherence to Clinical Treatment Advice: Improving Adherence to Clinical Treatment
The use of game-thinking and game mechanics to enhance user motivation, enjoyment and engagement with the software.
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Games, Gamification, and eSports Intersections Within Digital and Online Learning
An interface that is game-like and creates a frame in which content can be placed, but it is not content-specific.
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Exploring the Role of Social Media Marketing in the Education Sector
Adding game mechanics into nongame environments to increase participation.
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Game Concepts in Learning and Teaching Process
Use of elements and features of games such as badges, levels and rewards to improve the instructional experience.
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Artificial Intelligence and E-Learning: Best Practices Across the Globe
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Gamification in an EFL Classroom and the Use of Games for Learning English: Spanish Technical Engineering Degree
Gamification is a strategic attempt to enhance systems, services, organizations, and activities by creating experiences similar to those experienced when playing games to motivate and engage users.
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Serious Games Tools to Support the Literacy Process
The use of game elements to engage and motivate users to achieve their goals.
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Low-End XR Practices for Libraries
The strategic attempt to enhance systems, services, organizations, and activities to create similar experiences to those experienced when playing games to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles in non-game contexts.
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Instagram as a Learning Space to Introduce Virtual Technology Tools Into Post-COVID Higher Education
Applying game mechanics to other web properties to increase engagement (Terrill, 2008 AU43: The in-text citation "Terrill, 2008" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. ).
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Breakout of a Traditional Classroom Reality With Game-Based Learning Pedagogy
Occurs when an instructor adds points, badges, rewards, etc. to students when they complete course goals or learning objectives.
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The Promise of Gamification in Addressing Health Challenges of the Modern World
The application of typical elements of game playing (e.g. points, competitions, social networks, leaderboards) to other areas of activity, such as the promotion of healthy behaviors.
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Creating a Culture of Innovation: The Case of the Pedagogical Innovation Center at the Polytechnic of Porto
Gamification is the integration of game elements and mechanics into non-game contexts, such as learning experiences. It incorporates elements like points, badges, leaderboards, and rewards to enhance engagement, motivation, and learning outcomes.
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Classcraft as a Resource to Implement Gamification in English-Medium Instruction
In education, it is referred to add game dynamics, mechanics or components to a given academic course or educational content with a specific learning objective in order to foster students’ engagement.
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Integration of Gamification Methods to Improve Design-to-Customer in Product Development: Use Case – The German Corona-Warning App
The use of game design-elements in non-game context with the goal to motivate people to certain actions or behaviors.
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Disruptive Methodologies and Cross-Curricular Competencies for a Training Adapted to New Professional Profiles: The Undergraduate Program in Translation and Interpreting
In education, it is referred to add game dynamics, mechanics or components to a given academic course or educational content with a specific learning objective to foster students’ engagement.
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Transitions in Student Motivation During a MUVE-Based Ecosystem Science Curriculum: An Evaluation of the Novelty Effect
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Philosophy, Theory, and Praxis: Gamification Pedagogy in Global Higher Education
Describes the incentivizing of engagement in strategic problem solving and meaning making with activities usually associated with games and play.
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Spanish Teacher Attitudes Towards Digital Game-Based Learning: An Exploratory Study Based on the TPACK Model
Strategic attempt in non-gaming contexts to enhance activities, tasks, projects, etc. to create similar experiences to those undergone when playing games, so that individuals feel motivated and engaged.
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Gamified Teaching Strategies to Work on Historical Thinking: Methodological Applications
The introduction of game-related features (such as challenges, obstacles and problems to be solved) as an element in the development of a social or educational activity.
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The Role of Gamification in Neurocognitive Rehabilitation
Use of elements of (video)game design in other contexts, benefiting the activities of those contexts with the characteristics that the game enhances, such as creativity, perseverance, and learning.
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Level Up: Multiple Player Professional Development
The application of game elements to other activities and processes.
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Game Aspects in Collaborative Navigation of Blind Travelers
An application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity.
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The Role of Gamification in Omnichannel Service Systems From the Customer Experience Perspective
It refers to the mechanisms developed to increase the interaction of users with the business by using game-related variables in non-game contexts.
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Kahoot! Gamification as an Instructional Technology: A Socio-Material Account of Nursing Lecturers' Subjectivities
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Why Gamification Is Not the Solution for Everything
The application of elements, strategies and patterns typically found in game-like applications in non-game environments.
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Gamification Tools to Facilitate Student Learning Engagement in Higher Education: A Burden or Blessing?
The process of deploying everyday game play elements such as points scoring or completion to other areas of activity, which is used as an online marketing method to encourage engagement with a given product/service.
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The Strategic Address of Marginalisation in Higher Education: Pedagogical Approaches to the Integration of LEGO® SERIOUS PLAY®
Describes the incentivizing of engagement in strategic problem solving and meaning making with activities usually associated with games and play.
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Gamifying CLIL: Unlocking the Potential of Game-Based Learning
Strategic attempt in non-gaming contexts to enhance activities, tasks, projects, etc. to create similar experiences to those undergone when playing games, so that individuals feel motivated and engaged.
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mHealth for Illness Self-Management for People With Schizophrenia: Opportunities and Implications in Gamification
Use of game-design elements and principles in non-game contexts such as healthcare, education, and so on.
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Gamification in Loyalty Programs: Impact on Intrinsic Motivation and Consumers' Needs for Competence and Relatedness
The application of elements of game playing (e.g., points, scoring, competition with others, etc.) to other areas of activity, typically as an online marketing technique to encourage engagement with a product.
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Future Opportunities for Using Gamification in Management Education
Gamification is the strategic attempt to enhance systems, services, organisations and activities in order to create similar experiences to those experienced when playing games in order to motivate and engage users. In the contexts of education, the desired student behaviour which Gamification can possibly enable include attending the classes, focusing on meaningful learning tasks, and taking initiative in curriculum work.
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The Effectiveness of Gamification on Student Engagement, Learning Outcomes, and Learning Experiences
Gamification is defined as the application of game design principles and the inclusion of game elements in non-gaming contexts. From the user experience (UX) perspective, this term is also considered to be an informal umbrella term to describe the inclusion of game design elements in non-game applications such as business, education, health care, human resources, to name a few.
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Introduction to Simulation Learning in Emergency and Disaster Management
An activity carried out to transform something already in existence and alter it by incorporating game-based mechanics to enhance cognitive engagement.
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Application of Gamification in Modern Education
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The Potential of Gaming to Ameliorate Human Factors in Information Security Compliance
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The Use of the Escape Room as a Methodology for the Development of Professional Skills in the Training of Future Teachers: Active Methodologies and Development of Skills in Future Teachers
This consists of applying strategies and game mechanics in non-recreational environments and applications in order to promote motivation, active learning and problem solving as it is done in the context of the game. The goal is to create meaningful and motivating learning experiences in a “non-recreational” context.
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Digitized Public Administration: Using Gamification to Introduce Innovation
The addition of fun-elements to normally serious and non-fun processes like learning or working to raise motivation and alter attitudes and behavior.
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Virtual Worlds and Online Videogames for Children and Young People: Promises and Challenges
The use of video game principles or designs in the structuring of a learning experience (see Abrams & Walsh, 2014 ).
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Gamification Strategies for Social Media
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Evaluation of a Training Program for Trainee Teachers in Active Methodologies for Teaching Social Sciences
Learning technique that transfers the mechanics of games to the educational field in order to achieve better results in terms of acquiring knowledge, improving some skill, or rewarding specific actions.
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Augmented Reality Gamifies the Library: A Ride Through the Technological Frontier
The implementation of competition and active engagement into what might be an otherwise ordinary experience, thereby adding an element of risk and reward.
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Immersive Virtual Reality as a Tool for Education: A Case Study
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Escape Room as a Tool for the Study of Special Needs in University Education
It is a tool of innovative methodologies that consists of the use of games in the educational field with the aim of facilitating learning.
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Serious Cooperative Board Games as an Innovative Approach in a Study Abroad Course in Peru
The process of adding game like elements to something to encourage participation.
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Social Presence in an Online Learning Environment
the inclusion of game like experiences in an online course, such as earning digital badges for completing tasks.
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Critical Thinking Through Game Prototyping: An Innovative Practice for Education
An approach that applies gaming features such as elements, aesthetics, or metaphors in non-game-based settings to motivate and engage its users.
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Education in Higher Education: Trends and Challenges – Innovate in School and/or Innovate the School
Group learning using games that present challenges and simulate situations.
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E-Mental Health: Contributions, Challenges, and Research Opportunities from a Computer Science Perspective
Treatments are modified and programmed as a game. The game aims on alleviating the symptoms of the client as the regular intervention would do.
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Gamification to Engage Students: Integrating the Use of Discord Chat App
The addition of strategic, competitive, or ranked interactions to facilitate engagement in educational content.
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Gamification as an Assistive Tool for Children With Autism Spectrum Disorder
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Driving Force Behind Consumer Brand Engagement: The Metaverse
Gamification is typically described as the application of game designs in nongame activities to engage people.
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Redefining the Meaning of Learning
The use of game mechanics in traditionally nongame activities.
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Games in Education: Bibliometric Analysis
This consists of the reward systems and competitive elements used in games using digital game design techniques in non-game elements, especially in the education world in an interactive and attractive way.
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Using Technology to Enhance Student Engagement in STEM Subjects in Higher Education
The use of games in learning for the purpose of developing cognitive skills.
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Gamification and Health in a Holistic Perspective
Use of game elements to convert extrinsic motivation to intrinsic motivation in non-game contexts.
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I Would Rather Be Playing: Enhancing Faculty Development Through Gamification
The use of game elements in non-game contexts (Deterding, Dixon, Khaled & Nacke, 2011 AU64: The in-text citation "Deterding, Dixon, Khaled & Nacke, 2011" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. ).
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Augmented Reality for Smart Tourism in Religious Heritage Itineraries: Tourism Experiences in the Technological Age
Gaming mechanics can be used to solve problems in nongaming environments, such as in a business, making it possible to measure and evaluate the reputation or performance consumers associate with products and destinations.
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The Development of a Gamified System for Health Activism as a Graduate Student Project
The practice of applying game design to contexts so as to purposefully increase user motivation, fun, and engagement.
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A Guideline to Develop a Game Platform to Collect Energy Consumption Data From Residences in Developing Countries
Gamification can be defined as the usage of game mechanics and game thinking in serious contexts.
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Educators as Facilitators of Game-Based Learning: Their Knowledge, Attitudes, and Skills
Using game elements, such as incentive systems, to motivate players to engage with a task they would not otherwise find attractive.
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Understanding Modern Learners, Technology, and Medical Education
The application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity, in this case, learning.
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Gamification in Physical Education Through the Popular Games of Don Quijote de la Mancha to Improve Affective Domain and Social Interactions
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Leadership Learning through Virtual Play
Using gaming structures and gameplay features for serving the primary purpose other than entertainment. Gamification does not necessarily mean using a whole game. Gamification is also considered to occur if using individual elements of games.
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E-Health and Psychology: Self-Regulation to Help Software Design
The use of game elements in non-game contexts in order to engage and/or create, maintain and change behaviors.
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Gamification and Social Media as Tools for Tourism Promotion
The use of game thinking and game-design mechanics in non-game contexts to engage users creativity and activity.
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A Systematic Review of Serious Games for Health Education: Technology, Challenges, and Future Directions
The incorporation of game elements and principles into non-gaming contexts. This approach is used to boost engagement, increase productivity in organizations, enhance learning experiences, and improve assessment methods.
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Digital Gamification in the Tourism Industry
The activities that make the process of introducing a product, service or idea to the people in order to be marketed by making use of game elements to make it fun.
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Gamification Design Elements in Business Education Simulations
The use of game-based mechanics and game-based design elements in non-game settings to engage users and encourage achievement of desired outcomes through motivation of users.
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Cyberloafing and Constructive Recreation
Generally characterizes approaches through which video games and other technology-enhanced gaming systems (such as video games and virtual reality) are being used to transform workplace activities. Strategies for gamification can vary from simple contests to complex segments derived from familiar or newly-invented games.
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Gamification in Rehabilitation: Finding the “Just-Right-Challenge”
Creating a totally engaging experience for a player by matching the task demands to the level of ability of the player with appropriate feedback and interactive elements.
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Educational Innovation to Address Climate Change Issues: The Emerging Trend of (Online) Escape Rooms
Use of game elements to motivate players to engage in a task, action, or activity they otherwise would not find attractive.
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Gamification in Education: Development of a Game Theory Equation
Process that consists of presenting a situation that has no relation with a ludic environment as if it was to enhance the attention and participation of those involved.
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Gamifying a Car's Servicescape
An interdisciplinary theory, which recently received interest in the marketing domain from a service perspective focusing on applying game thinking and mechanics in non-game contexts.
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Creation of a Distance Communication Channel With Gamification Elements
Is the technology with the help of which game mechanics are added into nongame environment.
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Using Motivational Modelling With an App Designed to Increase Student Performance and Retention
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Could Innovation Activities Improve the Students Learning Process?: Making the Students Work for It – Also Online
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An Augmented Reality (AR) Experience for Lorenzo Lotto
Mix user interaction and user interface with the language and dynamics of the game, exploiting the new language used by video games together with the mechanics of the Game Design, combining the use of technological means and the learning of notions or procedures the entertainment of the game.
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Gamification Assessment: A New Experience in the Degree of Business Administration and Management
It is a technique that uses the dynamics and mechanics of the game to learn something through action. It seeks the motivation of the students, allowing them to live gratifying experiences that transform learning.
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Designing and Producing CLIL Materials for Mathematics Content Learning: An International Telecollaborative Case Study
Strategic attempt in non-gaming contexts to enhance activities, tasks, projects, etc. to create similar experiences to those undergone when playing games, so that individuals feel motivated and engaged.
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Smart Interactive Game-Based System for Preschools in Tanzania
Integration of game elements such as points top ups and competition in class lessons to enhance inspiration and active participation among learners.
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Building a Tech-Savvy Workforce: Re-Skilling Strategies for Success
The integration of game-like elements, such as points, rewards, and competition, into non-game contexts like training programs to enhance engagement and motivation.
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A Proposal for the Design of a Gamified Experience for the Teaching of Historical Thinking in Primary Education
The application of the elements of which games are made up to the teaching process in order to improve students’ motivation, learning and engagement, among others.
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The Efficacy of Gamification for the Involvement of Students in Distance Education
Defines the use of techniques common to games in non-game situations. A feature that normally appears in games is adapted for a different context, usually to motivate or make a task more enjoyable.
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A Text Mining Analysis of Faculty Reflective Narratives on Their Participation in the TeachTech Program at The University of Texas at El Paso: Implications for Integrating IT Technologies Into College Pedagogy
Gamification refers to the applications of game design principles and the inclusion of game elements in non-gaming contexts. The gamification practice is also considered to be an informal umbrella term to describe the inclusion of game design elements in non-game applications such as business, education, health care, human resources, to name a few.
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Escape Rooms in English for Specific Academic Purposes: A Learning Design for Transnational STEM Education
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Promoting Secure and Sustainable Behavior in Digital Ecosystems Through Gamification
Is the application of game elements such as goals, rules, strategies, aesthetics, and rewards to non-game contexts and problems such as cybersecurity, business, and climate change.
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Evaluating the Use of Digital Cartography to Showcase the Intangible Heritage: The Case of Literary Tourism
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Virtual Training for Scuba Divers
The process of enhance systems, services, organizations, and activities to create similar experiences to those experienced when playing games in order to motivate and engage users.
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Educating the Future Workforce: Bridging the Gap Between Learners' Needs and Skills in Need
The use of game-based mechanics and game-based design elements in non-game settings to engage users and encourage achievement of desired outcomes through motivation of users.
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Educational Innovation Techniques Based on Assessment and Development of Student Potential
Process related with the player´s thinking and the game technics to attract users and solve problems.
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Physiotherapy Education in the Digital Era: A Roadmap of Educational Technologies for Allied Health Educators
It refers to the use of game design elements and mechanics (e.g., points, badges, and leaderboards) to increase motivation, engagement, and retention.
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Utilizing Instantaneous Feedback to Promote Self-Regulated Learning in Online Higher Education Courses: The Case for Digital Badges
The application of game design elements on non-game settings, in order to influence motivation and participation.
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Modern Technologies Used in Education
The use of game elements such as points, badges, leaderboards in non-game contexts such as business or education with the purpose of motivating the user and increasing work satisfaction and productivity.
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Activating Teacher Competencies Through Designing Gamified Stories With Augmentative Reality
Adoption of the mechanics, dynamics, and aesthetics of games to encourage educational processes, turning learning into something enjoyable to minimize the cognitive effort involved in comprehension of complex concepts and processes.
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Enhancing Artistic Learning Through Gamification: A Case Study in an Archaeology Museum Visit
Pedagogical methodology that integrates game mechanics and elements in order to increase motivation and participation by involving students in the learning process.
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A Systematic Review of Video Games for Second Language Acquisition
The use of game elements in non-gaming environment to promote motivation and engagement.
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Commercium and Cognitionis Project: A Gamification Experience in an Undergraduate Course
The application of game elements, as systems of engagement, and game design principles to contexts other than games, especially education, marketing, and work environments.
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Full Text Chapter Download: US $37.50 Add to Cart
Religious Tourism Experience Model (RTEM): A Recommendation Model for Dissemination of Cultural and Religious Heritage
Gaming mechanics can be used to solve problems in nongaming environments, such as in a business, making it possible to measure and evaluate the reputation or performance consumers associate with products and destinations.
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Gamification in the Art World: An Escape Room to Immerse Yourself in the History and Local Artists of the City
Pedagogical methodology that integrates game mechanics and elements in order to increase motivation and participation by involving students in the learning process.
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From Digital Distraction to Digital Motivation: Utopia or Reality
It refers to the use of game design elements and procedures within non-game contexts to engage users and to facilitate them the solving of problems in a fun way.
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Gamification for Technology-Enhanced Language Teaching and Learning
A process in which people make use of the thinking and mechanics behind games in non-game contexts.
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Applying Gamification to Enhance the Universal Design for Learning Framework
The application of game design principles and the inclusion of game elements in non-gaming contexts.
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Advancing Health Literacy in the Technological Era: The Role of Serious Games in Promoting Body Awareness Among Older Adults
The application of game-design elements and game principles in non-game contexts, often to improve user engagement, organizational productivity, learning, physical exercise, and more.
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Gamification as an Engaging Approach for University Students in Distance Education
It combines the use of mechanisms and dynamics game in the learning context to foster motivation and make learning more exciting and interactive.
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The Effects of Active Videogames on BMI among Young People: A Meta-Analysis
“The use of game design elements in non-game contexts” ( Deterding, Dixon, Khlaled, & Nacke, 2011 ).
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A Case Study of Developing Educator Digital Competences With Serious Game Design
The application of game elements and principles, such as competition, rewards, and achievements, in non-game contexts to motivate and engage users.
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Gamification: Athletic Coaching vs. Executive Coaching
Using the idea of gaming and elements of game playing in other types of activities or work.
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Science Fair Project in the Teacher Training Process: Its Emotional Response and Implications
Didactic method that includes aspects of play (mechanical and dynamic), and that is aimed at improving students' motivation to achieve learning objectives.
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Digital Transformations Carried Out Through Games
Gamification means that concepts and techniques, that are used in games, are applied in environments and circumstances that are not part of a gaming situation. In this chapter it means to apply gaming concepts and techniques to help organizational members understand the digital transformation that their organisation is facing.
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Scrumming: Gamifying a Dashboard for Undergraduate Student Motivation
Is the use of game elements to boost the motivation and participation of people in a non-game environment.
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Gamification Strategies for Higher Education Student Worker Training
Using game-based strategies to teach students or employees tasks that otherwise may be relatively mundane, with the goal of increasing motivation, knowledge retention, engagement, and/or satisfaction.
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Video Game Making and Modding
The use of game features, such as badges, quests, or storylines, in non-game situations, to increase motivation and engagement.
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Gamification: To Engage Is to Learn
Mix user interaction and user interface with the language and dynamics of the game, exploiting the new language used by video games together with the mechanics of the Game Design, combining the use of technological means and the learning of notions or procedures the entertainment of the game.
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Analysis of Motivations and Experiences of Pre-Service Teachers in Gamified Math Trials
Application of the principles and tools of games in teaching-learning processes in order to improve students' motivation, participation and learning outcomes.
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The Impact of 4English Mobile App of EFL Students' Reading Performance in a Secondary Education Context
Gamification is the use of game principles from video games or mobile applications to design an entertaining and difficult user experience. Modern education is largely founded on gamification.
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Games in Innovation Education: Simulated vs. Authentic Gamified Participation
The application of game elements such as missions and scores to a non-game context.
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Learning Environments: Physical Classrooms or Virtual Worlds
An educational approach in which students are motivated through game elements such as points, badges, or quests.
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Full Text Chapter Download: US $37.50 Add to Cart
Full Text Chapter Download: US $37.50 Add to Cart
Innovation, Ethics, and Consumer Protection: The Context of Fintech Gamification in Quebec
The use of game-related mechanisms in other areas, particularly on websites or social networks. Its goal is to increase the adoption and use of these applications by building on the human predisposition to engage in play.
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Metaverse or Not Metaverse: A Content Analysis of Turkish Scholars' Approaches to Edufication in the Metaverse
Applying fun factor of the games into any real-life tasks to transfer advantage of gameful experiences ie. motivation to engage.
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Role of Artificial Intelligence in the Future Educational Paradigm
the application of common gaming elements to other domains in order to promote product or service engagement.
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Website Usability, Website Interactivity, and Website Personality as Drivers of Online Purchase
The use of game design elements and application of them to other web properties to increase engagement.
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Alternative Tourism Strategies to Enhance Local Sustainable Tourism Development: The ALTER-ECO Project in Gandia (Spain)
Understood as the use of games in non-leisure environments and settings in order to motivate, and encourage effort, loyalty and other positive values. Using technology increases possibilities and participants. Applied to tourism, it can promote tourism marketing and change player-tourist behaviour.
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Library Consumer Engagement Practices
The process of enhancing a service with affordances for gameful experiences in order to support users’ overall value creation.
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GAFRHE: A Gamification Framework for Healthcare
the concept of applying game mechanics to engage and motivate people to achieve their goals.
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Reinventing Progressive Learning and Teaching Processes Through Gamification
The application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
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Perception as Reality: Perceived Performance Impacts Expectancies, Values, and Self-Regulated Choices
Designing or adding game elements (such as points, feedback, interactive mechanics, and graphics) into a digital assessment or a learning task.
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Gamification of Middle School Mathematics and Science: Game-Playing for Learning
The application of game principles and elements in a learning environment in order to influence behavior, increase motivation and drive participation in students
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Game Mechanics Supporting a Learning and Playful Experience in Educational Escape Games
Use of an existing game which has not been designed with specific learning objectives in mind, towards the achievement of specific learning objectives.
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Developing Teacher Knowledge about Gamification as an Instructional Strategy
The integration of game elements, mechanics, and incentives into non-game situations and scenarios to engage participants and motivate use.
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User Experience and Learning Evaluation in Virtual Training of Critical Activities: Case of Live-Line Electrical Substation Maintenance
The use of game-design elements and principles in contexts other than games to provide game-like experiences, with the aim of motivating and engaging users.
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Supporting and Facilitating Pedagogical Creativity With Gamification: Democracy, Agency, and Choice
Describes the incentivizing of engagement in strategic problem solving and meaning making with activities usually associated with games and play.
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Ludic Approaches to Teaching and Learning: Facilitating the Emotional Self at Work in Higher Education
The application of typical elements of game playing (e.g. rules, objectives, competition) to other areas of activity, in this instance to the context of the workplace and in the process of identifying and acknowledging the emotional self with LSP®.
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Full Text Chapter Download: US $37.50 Add to Cart
Lost in the Island: A Gamified Experience for Professional Educator Training
The application of typical elements of game playing (e.g., point scoring, competition with others, rules) to other areas of activity, such as education.
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Understanding the Application of Gamification to Business When Applied to Marketing
Strategy to increase user involvement, improving performance by generating experiences similar to those experienced in playing games.
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Exploring Learning Preferences of Gen Z Employees: A Conceptual Analysis
It is an application of games and integration of games like elements to solve business problems.
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Learning GIS in Architecture: An Educational Experience to Improve Student ICT Skills
The use of game mechanics in non-game contexts. The use of gamified learning activities can make the educational experience more engaging for students.
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Trends in Management of TI Projects and CEO Competence
Learning technique that moves the mechanics of games to the educational-professional field in order to achieve better results.
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Guidelines for Designing Effective Games as Clinical Interventions: Mechanics, Dynamics, Aesthetics, and Outcomes (MDAO) Framework
The process of applying an extrinsic motivational framework using elements found in games, such as points, badges, and leaderboards.
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Leveling Up: Using Motivational Digital Technology to Create Meaningful CLIL Experiences
A practice consisting in adding game-like elements in non-game contexts like education with the goal of increasing the learner’s engagement.
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Full Text Chapter Download: US $37.50 Add to Cart
Full Text Chapter Download: US $37.50 Add to Cart
Prosumers Building the Virtual World: How a Proactive Use of Virtual Worlds Can Be an Effective Method for Educational Purposes
It is the application of game design elements and game principles in non-gaming contexts in order to solve problems or learn in a fun and facilitated way to make the learning curve less steep, also allowing to improve user involvement.
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The Power of Technology in K-12 Education
Application of typical game playing elements into other areas of activity.
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Chemistry Edutainment: A Storytelling Activity for Middle-School Children
Adding game elements to a non-gaming context, such as team-players competitiveness, win/lose logic, or gaining points through the activity.
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Challenges in the Application of Educational Escape Rooms in the Brazilian Context
Use of game elements, such as incentive systems, to motivate players to engage in a task they would not otherwise find attractive.
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Promoting Cultural Competence, Equity, Inclusion, and Social Justice in Higher Education With Ludic Pedagogies: The Establishment of Authentic Meaning Making
Describes the incentivizing of engagement in strategic problem solving and meaning making with activities usually associated with games and play.
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Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal
The application of game elements, such as competition, points, and rewards, in non-game contexts, like education, to enhance engagement and motivation.
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A Paradigm for Global Student Interactions Through Digital Technologies in a Post-COVID Era
The application of typical elements of game-playing to other activities, like learning-games.
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A Cyber-Physical System Testbed for Security Experimentation
The process of adding games or game-like elements to something to encourage user testing participation.
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Design and Implementation of Gamified Course Contents
A mechanism of applying game elements in non-gaming context.
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Cyberloafing and Constructive Recreation
Generally characterizes approaches through which video games and other technology-enhanced gaming systems (such as video games and virtual reality) are being used to transform workplace activities. Strategies for gamification can vary from simple contests to complex segments derived from familiar or newly-invented games.
Full Text Chapter Download: US $37.50 Add to Cart
The Contribution of Serious Games for the Success of Students in Entrepreneurship
Adopts game paradigm and resources in other contexts, such as education.
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Three Practical Examples of Educational Escape Rooms in ICT Engineering Courses
Gamification can refer to multiple aspects but, in the specific field of education it is a technique that mimics experiences from playing games (like scoreboards, badges, game dynamics, etc.) to implement them during class. The objective is to increase students’ engagement.
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Applying Gamification Strategies to Create Training in Lean Methodologies: A Practical Case
Application of game design techniques and mechanics to non-game problems, such as engineering, business, or social impact challenges, for educational proposes.
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Full Text Chapter Download: US $37.50 Add to Cart
How Innovative Technologies Are Improving the Delivery of E-Assessment in Higher Education
Entails the application of game mechanisms (e.g., points, badges, leaderboards) to non-game scenarios, such as business, education, or health.
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Redefining Health Education in the Post-Pandemic World: How to Integrate Digital Technologies into the Curricula?
The application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other contexts, such as Health Education.
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The Emerging Role of Innovative Teaching Practices in Tourism Education in the Post-COVID-19 Era
Gamification is the introduction of gaming elements into non-gaming environments. Gamification elements includes point and grading systems, score cards, contests and competitions.
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Learner Engagement in the Metaverse: A Community of Inquiry for Self-Regulated Learners
is a strategic initiative to improve systems, services, organizations and activities by creating experiences similar to those experienced while playing games to motivate and engage users.
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Insights Into University-Business Cooperation in the Information Society: A Romanian Project for Higher Education
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A Fuzzy-Based Calorie Burn Calculator for a Gamified Walking Activity Using Treadmill
The application of game mechanics and game design techniques in non-game context to motivate players to achieve higher goals.
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Structural Modeling and Analysis of Barriers Encountered in Gamification Applications in Health
The use of elements of game-playing in another activity, usually to make that activity more interesting.
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A Gamified Approach to Enhance Environmental Sustainability Awareness and Responsibility
The process of using game design elements and mechanics to enhance non-game contexts, such as education or sustainability initiatives.
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Virtual Reality, Augmented Reality, and Mixed Reality in Education: A Brief Overview
It is the application of game principles and game-design elements in non-game contexts. For example, in the educational environment.
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Improving Emergency Management Training Within Organizations: TiER-Tool – A Serious Game
Gamification is a learning technique that transfers the full potential of games to the educational environment to improve results.
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Using Leap Motion and Gamification to Facilitate and Encourage Rehabilitation for Hand Injuries: Leap Motion for Rehabilitation
Gamification is the use of game-like elements in traditionally non-game like settings and has been proven to increase user enjoyment and participation.
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Game-Based Approach to Reasoning, Problem Solving, and Communication for High School Students
Teaching strategy based on introducing well-defined rules and competition to motivate students to engage in tasks they otherwise would not address. This does not imply that such tasks are games in themselves.
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