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Volumn 25, Issue 3, 2014, Pages 233-244

Towards the gamification of learning: Investigating student perceptions of game elements

Author keywords

Computer assisted education; Pedagogy; Student expectations; Student perceptions

Indexed keywords

COMPUTER AIDED INSTRUCTION; E-LEARNING; EDUCATION; MOTIVATION;

EID: 85016584271     PISSN: 10553096     EISSN: None     Source Type: Journal    
DOI: None     Document Type: Article
Times cited : (120)

References (20)
  • 4
    • 84874421616 scopus 로고    scopus 로고
    • Gamification: Designing for Motivation
    • Deterding, S. (2012). Gamification: Designing for Motivation. Interactions, 19(4), 14-17
    • (2012) Interactions , vol.19 , Issue.4 , pp. 14-17
    • Deterding, S.1
  • 5
    • 84860665893 scopus 로고    scopus 로고
    • From Game Design Elements to Gamefulness: Defining Gamification
    • Tampere, Finland
    • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. 15th MindTrek Conference, Tampere, Finland
    • (2011) 15th MindTrek Conference
    • Deterding, S.1    Dixon, D.2    Khaled, R.3    Nacke, L.4
  • 9
    • 84928607064 scopus 로고    scopus 로고
    • Retrieved July 15, 2013
    • IDEO. (2012). Design Thinking for Educators. Retrieved July 15, 2013, from http://designthinkingforeducators.com/
    • (2012) Design Thinking for Educators
  • 10
    • 84862892253 scopus 로고    scopus 로고
    • Games, Gamification, and the Quest for Learner Engagement
    • Kapp, K. M. (2012a). Games, Gamification, and the Quest for Learner Engagement. T+D, 66(6), 64-68
    • (2012) T+D , vol.66 , Issue.6 , pp. 64-68
    • Kapp, K.M.1
  • 12
    • 84864479117 scopus 로고    scopus 로고
    • Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training
    • M. Ma, A. Oikonomou, & L. C. Jain (Eds.): Springer-Verlag
    • Landers, R. N. & Callan, R. C. (2011). Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training. In M. Ma, A. Oikonomou, & L. C. Jain (Eds.), Serious Games and Edutainment Applications (399-423): Springer-Verlag
    • (2011) Serious Games and Edutainment Applications , pp. 399-423
    • Landers, R.N.1    Callan, R.C.2
  • 13
    • 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
  • 15
    • 84873819839 scopus 로고    scopus 로고
    • Raising Engagement in E-Learning through Gamification
    • Babes-Bolyai University of Cluj-Napoca, Romania
    • Muntean, C. I. (2011). Raising Engagement in E-Learning through Gamification. The 6th International Conference on Virtual Learning, Babes-Bolyai University of Cluj-Napoca, Romania
    • (2011) The 6th International Conference on Virtual Learning
    • Muntean, C.I.1
  • 19
    • 84906758023 scopus 로고    scopus 로고
    • Technical Report 2013-0422-01, Connections Lab, Simon Fraser University, Surrey, BC, Canada, April
    • Stott, A. & Neustaedter, C. (2013). Analysis of Gamification in Education, Technical Report 2013-0422-01, Connections Lab, Simon Fraser University, Surrey, BC, Canada, April
    • (2013) Analysis of Gamification in Education
    • Stott, A.1    Neustaedter, C.2
  • 20
    • 84899711526 scopus 로고    scopus 로고
    • Philadelphia: Wharton Digital Press
    • Werbach, K. & Hunter, D. (2012). For the Win. Philadelphia: Wharton Digital Press
    • (2012) For the Win
    • Werbach, K.1    Hunter, D.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.