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Gamification: learning innovation or potential pitfall?

Ruggiero, D (2013) 'Gamification: learning innovation or potential pitfall?' In: INTED2013 Proceedings: 7th International Technology, Education and Development Conference. IATED, Valencia, pp. 5190-5192. ISBN 9788461626618

Abstract

Gamification, an informal term for the use of video game elements in non-gaming systems to improve user experience (UX) and engagement is sweeping the world (e.g. Business Week, Popular Science, The Futurist). Faced with the broad adoption of gamified applications as technology and interest in gaming grows the goal of this paper is to discuss the gamification of learning using current research on gamification. The primary intended outcome of the paper presentation is to build a shared overview of gamification as it approaches learning, educational technology, engagement, and design of information systems employing game elements. However, if gamification is to be of use in learning we must better understand what it is, how it works, and challenges to implementation. This paper addresses all three questions and explores the potential benefits and pitfalls of gamification.

Item Type: Book Chapter or Section
Subjects: L Education > LB Theory and practice of education > LB2361 Curriculum
Divisions: Institute for Education
Date Deposited: 09 Apr 2013 09:02
Last Modified: 12 Feb 2016 13:11
URI: http://researchspace.bathspa.ac.uk/id/eprint/1500
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