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ERIC Number: EJ1306287
Record Type: Journal
Publication Date: 2021
Pages: 6
Abstractor: ERIC
ISBN: N/A
ISSN: ISSN-0009-4056
EISSN: N/A
How Gamification Mechanics Can Improve Student Engagement
Hansil, Rishma
Childhood Education, v97 n4 p62-67 2021
Gamification, the use of game design elements within nongame contexts, can be found across a wide range of digital products and is used to increase user engagement and simplify complex tasks for the user. While the use of gamification can be problematic with some content and contexts, these same strategies do have potential for engaging students of all levels by creating a more interactive and inclusive learning environment. There are five essential components of gamification: goals, rules, feedback, rewards, and motivation. A focus on these elements turn ordinary tasks into games, lessons into quests, and credits into treasure. This article looks at five ways gamification can be used in the classroom to improve student engagement.
Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Publication Type: Journal Articles; Reports - Descriptive
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A