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Volumn 1, Issue , 2014, Pages 50-57

Gamification and education: A literature review

Author keywords

Engagement; Game based learning; Gamification; Motivation; Serious games; Technology enhanced learning

Indexed keywords

LEARNING SYSTEMS; MOTIVATION;

EID: 84923559781     PISSN: 20490992     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (293)

References (28)
  • 1
    • 84905491340 scopus 로고    scopus 로고
    • Improving Student Creativity with Gamification and Virtual Worlds
    • Stratford, ON, Canada: ACM.
    • Barata, G., Gama, S., Fonseca, M., & Gonçalves, D. (2013). Improving Student Creativity with Gamification and Virtual Worlds. Gamification'13. Stratford, ON, Canada: ACM.
    • (2013) Gamification'13
    • Barata, G.1    Gama, S.2    Fonseca, M.3    Gonçalves, D.4
  • 9
    • 84875282565 scopus 로고    scopus 로고
    • Gamification and Web-based Homework
    • Goehle, G. (2013). Gamification and Web-based Homework. PRIMUS, 23(3), 234-246.
    • (2013) PRIMUS , vol.23 , Issue.3 , pp. 234-246
    • Goehle, G.1
  • 15
    • 84870523002 scopus 로고    scopus 로고
    • It's Not Just Whether You Win or Lose: Thoughts on Gamification and Culture
    • Vancouver, BC, Canada: ACM.
    • Khaled, R. (2011). It's Not Just Whether You Win or Lose: Thoughts on Gamification and Culture. CHI 2011. Vancouver, BC, Canada: ACM.
    • (2011) CHI 2011
    • Khaled, R.1
  • 16
    • 84897395804 scopus 로고    scopus 로고
    • Demographic differences in perceived benefits from gamification
    • Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, pp. 179-188.
    • (2014) Computers in Human Behavior , vol.35 , pp. 179-188
    • Koivisto, J.1    Hamari, J.2
  • 17
    • 84869026652 scopus 로고    scopus 로고
    • Gamification in education: What, how, why bother?
    • Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146.
    • (2011) Academic Exchange Quarterly , vol.15 , Issue.2 , pp. 146
    • Lee, J.J.1    Hammer, J.2
  • 19
    • 84886598670 scopus 로고    scopus 로고
    • Amazon (kindle edition). Retrieved May 2014
    • Marczewski, A. (2012). Gamification: A Simple Introduction. Amazon (kindle edition). Retrieved May 2014, from http://blog.makeyourlifeagame.com/gamification-resources/gamification-books/.
    • (2012) Gamification: A Simple Introduction
    • Marczewski, A.1
  • 20
    • 84898635024 scopus 로고    scopus 로고
    • 2013 International Conference on. Interactive Collaborative Learning (ICL), 2013 International Conference on IEEE
    • Moccozet, L., Tardy, C., Opprecht, W., & Léonard, M. (2013,). Interactive Collaborative Learning (ICL), 2013 International Conference on. Interactive Collaborative Learning (ICL), 2013 International Conference on (pp. 171-179). IEEE.
    • (2013) Interactive Collaborative Learning (ICL) , pp. 171-179
    • Moccozet, L.1    Tardy, C.2    Opprecht, W.3    Léonard, M.4
  • 23
    • 67649249527 scopus 로고    scopus 로고
    • A contribution to the understanding of what makes young students genuinely engaged in computer-based learning tasks
    • Elsevier
    • Ott, M., & Tavella, M. (2009). A contribution to the understanding of what makes young students genuinely engaged in computer-based learning tasks. Procedia-Social and Behavioral Sciences. 1(1), pp. 184-188. Elsevier.
    • (2009) Procedia-Social and Behavioral Sciences , vol.1 , Issue.1 , pp. 184-188
    • Ott, M.1    Tavella, M.2
  • 28
    • 84905512837 scopus 로고    scopus 로고
    • Gamifying Behaviour that Leads to Learning
    • Watson, D., Hancock, M., & Mandryk, R. L. (2013). Gamifying Behaviour that Leads to Learning. Gamification'13, (pp. 87-90).
    • (2013) Gamification'13 , pp. 87-90
    • Watson, D.1    Hancock, M.2    Mandryk, R.L.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.