An Examination of Gamification Elements and Apps in Teaching & Learning

1Dineshkumar Rajendran, Prasanna Santhanam

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Abstract:

Gamification is implementing game elements in non-game environments to increase motivation. [1], [2]. Education is one such domain where gamification has proven its potential by maximizing the motivation among students. In this paper, we carefully selected and analyzed 15 journals from the existing gamification articles of the education domain which were published from the year 2013-2020. The apps and game elements used for gamification were further weighed and highlighted the gaps. This journal also offers insights on the future development of gamification in education domain.

Keywords:

-Classroom, Collaborative Learning, Education, Extrinsic Motivation, Flow Theory, Gamification, Game elements, Intrinsic Motivation, Learning Environment, Motivation, MDA framework, SelfDetermination Theory

Paper Details
Month2
Year2020
Volume24
IssueIssue 2
Pages4395-4406