Gamification

Uit Wiki reken-wiskundeonderwijs

Ga naar: navigatie, zoeken

Home   All   A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z   Categorieën               Vragen               Google-zoek               Pagina toevoegen       English       intern

* intern

Inhoud

Algemeen

  • Het hergebruik van 'spel'-kenmerken om problemen op te lossen en mensen te enthousiasmeren.

Achtergrond

  • van de engelstalige wikipedia, 2011

Gamification is the use of game play thinking and mechanics to solve problems and engage audiences.

Typically gamification applies to non-game applications (also known as "funware"), particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications. It also strives to encourage users to engage in desired behaviors in connection with the applications.

Boek over methodes en strategieen, Kapp, 2012

  • Kapp, K. (2012) The gamification of learning and instruction. Game-based methodes and strategies for training and education

Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on research and the author includes peer-reviewed results from studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a game design document and includes a model for managing the entire game and gamification design process.


Onderzoek van Hanus 2015

  • Hanus, M. D. and Fox, J. (2015)

Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings

Verwijzingen


Versies van dit document

Persoonlijke instellingen
GOOGLE