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
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
What Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
Cited by
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.045 · Cited by 1,713
(2015) · Educational Technology & Society · Cited by 1,551
Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning
Landers, R. N. (2014) · Simulation & Gaming · doi:10.1177/1046878114563660 · Cited by 918
The effect of gamification on motivation and engagement
Alsawaier, R. S. (2018) · The International Journal of Information and Learning Technology · doi:10.1108/ijilt-02-2017-0009 · Cited by 887
A mobile gamification learning system for improving the learning motivation and achievements
Su, C., & Cheng, C. (2015) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12088 · Cited by 648
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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