4 Introduction to Gamification

4.1 Introduction

It is a well-known fact that students often complain about traditional lecturing methods of teaching, suggesting that they can be boring and ineffective (Vasuthanasub 2019). While instructors continuously seek to innovate in the ways of teaching and motivating students, they still admit that existing educational lessons and instructional strategies lack incentive and engagement powers (Lee and Hammer 2011). Serious games as a learning tool are one of the most promising approaches. Games can deliver knowledge and strengthen skills such as communication, collaboration, and problem-solving (Dicheva et al. 2015). However, creating and utilizing such a highly engaging classroom atmosphere with serious games is complicated, expensive, and time-consuming. This class implementation requires an integration of appropriate pedagogical contents and certain technical infrastructures (Kapp 2012). Under these situations, another approach many lecturers are now pursuing is gamification.

In recent years, gamification has firmly positioned itself in the commercial sector. Various companies and firms have rapidly adopted it to encourage employee performance, improve corporate management, and thus far promote marketing strategies and customer engagement. For instance, customers can earn stars, points, tiers, discount coupons, and any other forms of reward for visiting retail shops or shopping through the online store via the mobile phone application ...

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