The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
A social gamification framework for a K-6 learning platform
Abstract
As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people's motivation and engagement. The research in progress will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfil these objectives, this paper presents the guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment.
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Citations
Cites
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Human Values in Software Engineering: Contrasting Case Studies of Practice
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Metadata
- Authors
- Simões, J., Redondo, R. D., & Vilas, A. F.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2013-03
- Volume
- 29
- Issue
- 2
- Pages
- 345-353
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2024262300
- Cited by
- 854
- References
- 2
- FWCI
- 66.83
- Type
- journal article
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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