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Dicheva, D., Dichev C., Agre G., & Angelova G. (2015). Gamification in…
Dicheva, D., Dichev C., Agre G., & Angelova G. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18 (3), 75–88
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Research
"limited to papers that discuss explicitly the
effects of using game elements in specific educational contexts" (P. 75)
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Game Mechanics
"Games have remarkable motivational power; they utilize a number of mechanisms to encourage people to engage with them, often without and reward, just for the joy of playing and the possibility to win" (P. 75)
Traditional computer game theorists,
categorize game elements by:
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Obstacles
"the need for proper technological support, for controlled studies demonstrating reliable positive or negative results of using specific game elements in particular educational contexts, etc" (P. 75)
"more substantial empirical research is needed to determine whether both extrinsic and intrinsic motivation of the learners can be influenced by gamification" (P. 78)
"concerned that course gamification could be "whitewashed" by merely masking terms, for example, by calling assignments quests and scores as experience points, without contributing to the students learning goals (Mak,2013"(P. 83)
Definitions
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Aesthetics refer to the way the game mechanics and dynamics interact with the game designer’s artistry, to
produce cultural and emotional outcomes
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