Exploring Learners Experience of Gamified Practicing: For Learning or for Fun?

Gamification in education primarily aims at increasing learners’ motivation to engage in given learning activities and thereby promote desired learning behaviors. Despite its potential and the increasing number of gamified systems their success is still limited due to the fact that gamifying learnin...

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Bibliographic Details
Main Authors: Darina Dicheva, Keith Irwin, Christo Dichev
Format: Article
Language:English
Published: Serious Games Society 2019-09-01
Series:International Journal of Serious Games
Subjects:
Online Access:http://journal.seriousgamessociety.org/index.php/IJSG/article/view/299