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...
Main Authors: | , |
---|---|
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 |