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 :
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