Gamifying learning for learners
Abstract The majority of user models in gamification are based on user’s gamer personality. However, the motivations driving individuals’ learning behavior differ from their motivations when playing. There is no evidence that learners’ experiences in gamified activities are described by these models...
Main Authors: | , , |
---|---|
Format: | Article |
Language: | English |
Published: |
SpringerOpen
2020-10-01
|
Series: | International Journal of Educational Technology in Higher Education |
Subjects: | |
Online Access: | http://link.springer.com/article/10.1186/s41239-020-00231-0 |