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Gamification, Notion SOP - Coggle Diagram
Gamification
Type of data
Case Study
Experiment
Survey
quantitative vs qualitative data?
any methodology changes?
Samples and Population/ Context
University Students/age of students being studied
Topics - Physics, Educational Psychology
Context - Australia/ Other countries? What types of classrooms? What about class size? What about psychosocial make up of the classes?
In person vs flipped classrooms
HS: Why flipped / online classrooms are important especially in the COVID scenario
Gamification
Definition
gamification, which involves applying
game-based elements to non-game environments (Kapp, 2012).(Gressick & Langston, 2017)
Zichermann and Cunningham [25] defined this as “the proces of using gaming thinking and game mechanism to encourage problem solving and engage users.” That is, gamification can be summarized as applying gaming elements and its working principles to fields other than games [6]. (Jo et al., 2018)
How it is being applied
Examples of the important game components are as follows: achievements, avatars, badges, collections, gifting, leader boards, points, virtual goods and levels (Werbach and Hunter 2012). (Aşıksoy, 2017)
Variables being investigated
Motivation
additional notes
Gamification as reframing failure
My (tentative) question
What are the gaps, what has not been studied in the existing studies?
Other terms - definitions and operationalization
Notion SOP
Classes