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Papers on “gamification education student engagement motivation”

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  1. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

    Juho Hamari, Jonna Koivisto, Harri Sarsa · 2014 · 5,071 cites

    This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types of studies performed on the gamified systems. The paper examines the state of current research on the topic and points out gaps in existing literature. The review indicates that gamification provides positive effects, however, the effects are greatly

  2. The rise of motivational information systems: A review of gamification research

    Jonna Koivisto, Juho Hamari · 2018 · International Journal of Information Management · 1,730 cites

    Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field. To make the picture more coherent, we

  3. Gamification in Education: A Systematic Mapping Study

    Darina Dicheva, Christo Dichev, Gennady Agre, et al. · 2015 · Educational Technology & Society · 1,545 cites

    Introduction Traditional schooling is perceived as ineffective and boring by many students. Although teachers continuously seek novel instructional approaches, it is largely agreed that today's schools face major problems around student motivation and engagement (Lee & Hammer, 2011). The use of educational games as learning tools is a promising approach due to the games' abilities to teach and the fact that they reinforce not only knowledge but also important skills such as problem-solving, collaboration, and communication. Games have remarkable motivational power; they utilize a number of mechanisms to encourage people to engage with them, often without any reward, just for the joy of playi

  4. The Gamification of Learning: a Meta-analysis

    Michael F. Sailer, Lisa Homner · 2019 · Educational Psychology Review · 1,428 cites

    This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from random effects models showed significant small effects of gamification on cognitive ( g = .49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational ( g = .36, 95% CI [0.18, 0.54], k = 16, N = 2246), and behavioral learning outcomes ( g = .25, 95% CI [0.04, 0.46], k = 9, N = 951). Whereas the effect of gamification on cognitive learning outcomes was stable in a subsplit analysis of studies employing high methodological rigor, effects on motivational and behavioral outcomes were less stable. Given the heterogeneity

  5. Gamification in Education: What, How, Why Bother?

    Joey J. Lee, Jessica Hammer · 2011 · Academic exchange quarterly · 1,199 cites

    Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems. However, if gamification is to be of use to schools, we must better understand what gamification is, how it functions, and why it might be useful. This article addresses all three questions – what, how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.

  6. Gamification and student motivation

    Patrick G. Buckley, Elaine Doyle · 2014 · Interactive Learning Environments · 886 cites

    The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a number of contributions. First, by synthesizing the literature the central concepts required for a learning intervention to be considered gamified are mapped and the development of an online gamified learning intervention is described. Second, the effect of gamification on learning outcomes is examined using a pre- and post-intervention survey. We find t

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