From Gamification to Gameful Design and Gameful Experience in Learning
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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.
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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).”
From Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study (2018) · cites this paper as Dichev, Dicheva, Angelova, & Agre, 2015
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- 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
- Publisher
- Walter de Gruyter GmbH
- 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
- diamond
- doi.org
- Licence
- 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
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