How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education

One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems,...

Full beskrivning

Bibliografiska uppgifter
Huvudupphovsmän: Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Luiz Rodrigues, Ana C. T. Klock, Isabela Gasparini, Alexandra I. Cristea, Seiji Isotani
Materialtyp: Artikel
Språk:English
Publicerad: International Forum of Educational Technology & Society 2019-07-01
Serie:Educational Technology & Society
Ämnen:
Länkar:https://sites.google.com/view/journalets/collection/published-issues/22_3?authuser=2#h.cs0bug5mpt1q