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

dc.contributor.authorOfosu-Ampong, K.
dc.date.accessioned2020-07-01T10:02:21Z
dc.date.available2020-07-01T10:02:21Z
dc.date.issued2020-04-21
dc.descriptionResearch Articleen_US
dc.description.abstractThis 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 educationen_US
dc.identifier.otherDOI: 10.1177/0047239520917629
dc.identifier.urihttp://ugspace.ug.edu.gh/handle/123456789/35423
dc.language.isoenen_US
dc.publisherJournal of Educational Technology Systemsen_US
dc.relation.ispartofseries;1-25
dc.subjectgamificationen_US
dc.subjectgame elementsen_US
dc.subjectliterature reviewen_US
dc.subjecteducationen_US
dc.subjectimpacten_US
dc.subjectmotivationen_US
dc.titleThe Shift to Gamification in Education: A Review on Dominant Issuesen_US
dc.typeArticleen_US

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