Cited by 169Educational Games and GamificationDigital Games and MediaOnline Learning and Analytics

From Gamification to Gameful Design and Gameful Experience in Learning

Open access
Dichev, Christo, Dicheva, Darina, Angelova, Galia, Agre, Gennady·2015·Cybernetics and Information Technologies

Abstract

Learning is a goal driven social activity determined by motivational factors. To be able to efficiently gamify learning for improved student motivation and engagement, the educators have to understand the related aspects studied in games, motivational psychology and pedagogy. This will help them to identify the factors that drive and explain desired learning behaviors. This paper presents a survey of the main approaches employed in gamification and the emerging new directions in the context of the relevant motivational psychology and pedagogy. The focus is on the motivational factors that impact learning and understanding of behavior change. The purpose of the paper is two-fold: on one side, to provide analysis and guide to relevant works related to gamification along with outlining the emerging trends, and on the other, to provide foundation for evaluation and identification of the areas of possible improvements.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1515/cait-2014-0007

Cites

44 of 44 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • SDT has been used as a framework to investigate student's motivation and engagement in online learning along with gamification.

    “As a part of online learning along with gamification, it has been used as a framework to investigate student's motivation and engagement (Dichev, Dicheva, Angelova, & Agre, 2015;Lamprinou & Paraskeva, 2015;Sailer, Hense, Mayr, & Mandl, 2017;Shi & Cristea, 2016).”

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

1 of the 45 references couldn’t be matched to a known paper.

Research works printed but not linked: 9

  1. K a p p, K. M. Games, Gamification, and the Quest for Learner Engagement. -T+D, Vol. 66, 2012, No 6, 64-68.
  2. Z i c h e r m a n n, G., C. C u n n i n g h a m. Gamification by Design. O'Reilly, 2011.
  3. S a l e n, K. Toward an Ecology of Gaming in the Ecology of Games: Connecting Youth, Games, and Learning toward an Ecology of Gaming in the Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA, The MIT Press, 2008, 1-17.
  4. D e t e r d i n g, S. Skill Atoms as Design Lenses for User-Centered Gameful Design. -In: CHI'13, Paris, France, 2013.
  5. D e t e r d i n g, S., R. K h a l e d, L. N a c k e, D. D i x o n. Gamification: Toward a Definition. - In: CHI'11 Gamification Workshop, Vancouver, BC, Canada, 2011.
  6. F i s h m a n, B., S. D e t e r d i n g. Beyond Badges and Points: Gameful Assessment Systems for Engagement in Formal Education. -In: Games, Learning, and Society Conference, Madison, WI, 2013.
  7. R a m e r i z, D., K. S q u i r e. Gamification for Education Reform, Gameful World. MIT Press, 2014.
  8. H o l m a n, C., B. F i s h m a n, S. A g u i l a r. Designing a Game-Inspired Learning Management System. -In: Games, Learning, and Society Conference, Madison, WI, 2013.
  9. H u n i c k e, R., M. L e B l a n c, R. Z u b e k. MDA: A Formal Approach to Game Design and Game Research. -In: Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence, San Jose, CA, 2004.

Cited by

Sorted by citations

Authors
Dichev, C., Dicheva, D., Angelova, G., & Agre, G.
Affiliations
  • Winston-Salem State University (US)
  • Bulgarian Academy of Sciences (BG)
Corresponding author
Dicheva, Darina
Venue
Cybernetics and Information Technologies
Published
2015-01-31
Volume
14
Issue
4
Pages
80-100
ISSN
  • 1311-9702 (ISSN-L)
  • 1314-4081
OpenAlex
W1534437798
Cited by
169
References
45
Citations by year
2026: 9 · 2025: 14 · 2024: 22 · 2023: 16 · 2022: 20 · 2021: 24 · 2020: 20 · 2019: 14 · 2018: 13 · 2017: 7 · 2016: 6 · 2015: 4
FWCI
25.26
Type
journal article
Language
en
Open access
Locations
  • Cybernetics and Information Technologies (publishedVersion, cc-by-nc-nd)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Funders
European Commission (316087)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
gamification, gameful design, gameful experience, student motivation, student engagement, psychology of motivation, pedagogy, behavior change, game-based learning

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review