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...
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 |
Similar Items
-
Gamifying learning for learners
by: Christo Dichev, et al.
Published: (2020-10-01) -
OneUp: Supporting Practical and Experimental Gamification of Learning
by: Darina Dicheva, et al.
Published: (2018-09-01) -
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
by: Christo Dichev, et al.
Published: (2017-02-01) -
A Multi-Case Empirical Study on the Impact of Virtual Currency on Student Engagement and Motivation
by: Darina Dicheva, et al.
Published: (2023-07-01) -
The Shopping Motivation Analysis Of Nike Shoes Counterfeit Among STIE PGRI Dewantara Students
by: erminati pancaningrum, et al.
Published: (2019-04-01)