Chapter 11 Gamification
Principles of Gamification
Gamification has been named as number one in the “Top 10 eLearning Trends for 2015” (Spencer, 2015), likely because it is an effective strategy for increasing student motivation and achievement (Rouse, 2013). The term gamification is described by Gartner, Inc. as “the use of game-mechanics and experience design to digitally engage and motivate people to achieve their goals” (Burke, 2014). Games motivate students to excel with the promise they can win something they want. That thing could be money, gift cards, food, prizes, recognition, grades, extra credit points, or just the satisfaction of knowing they won. “But the biggest win is in learning” (Nilson, 2010). In the classroom gamification applies ...
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