Gamification in Everyday Classrooms: Observations From Schools in Hong Kong

Gamification refers to the use of game elements in non-game context to improve user experience and engagement (Deterding et al., 2011a). The potential of games to make learning more engaging has been widely noted by educators and researchers. Many of the applications and research studies in this are...

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Bibliographic Details
Main Authors: Paul Lam, Alan Tse
Format: Article
Language:English
Published: Frontiers Media S.A. 2022-01-01
Series:Frontiers in Education
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2021.630666/full