The Shift to Gamification in Education: A Review on Dominant Issues

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dc.contributor.author Ofosu-Ampong, K.
dc.date.accessioned 2020-07-01T10:02:21Z
dc.date.available 2020-07-01T10:02:21Z
dc.date.issued 2020-04-21
dc.identifier.other DOI: 10.1177/0047239520917629
dc.identifier.uri http://ugspace.ug.edu.gh/handle/123456789/35423
dc.description Research Article en_US
dc.description.abstract This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane’s review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in education research. Using the identifying themes, the study discusses the development and use of gamification in education (Theme I), the application of gamification in education (Theme II), and the impact of gamification in education (Theme III) and propose that there is increased gamification and game elements research activities bridging the idea of gamified information systems in education and offering interesting opportunities for future research. The study concludes with future research directions for gamification in education en_US
dc.language.iso en en_US
dc.publisher Journal of Educational Technology Systems en_US
dc.relation.ispartofseries ;1-25
dc.subject gamification en_US
dc.subject game elements en_US
dc.subject literature review en_US
dc.subject education en_US
dc.subject impact en_US
dc.subject motivation en_US
dc.title The Shift to Gamification in Education: A Review on Dominant Issues en_US
dc.type Article en_US


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