LudoScience

What is Gamification in Learning and Education? Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton - 2017

Informations

Support : Références scientifiques
Auteur(s) : Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton
Editeur : Part of the Advances in Game-Based Learning book series (AGBL)
Date : 2017
Langue : Langue


Description

  • Let’s explore the types of games that can be applied for gamification.

  • Let’s understand the definition of gamification.

  • Let’s find out the historical background of gamification.

  • Let’s figure out how gamification is associated with the experience economy and the behavioral economics.

  • Let’s understand the effects of gamification on learning and education.

Référence (1) :
 
Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In M. Ma, A. Oikonomou, & L. Jain (Eds.), Serious games and edutainment applications (pp. 25–43). London, England: Springer.


Mots-clés : Game, Gamification, Definition, Experience economy, Behavioral economics, Effect