Educational Gamification: Design, Evidence, and Inclusive Practice
5 flashcards · 5 quiz questions · 5 match pairs · 5 fill-in sentences · English
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Summary
Gamification uses selected features of games to support learning in settings that are not themselves games. This lesson introduces the purpose of gamification, distinguishes its two main approaches, and explains how a thoughtful combination of game elements can sustain participation.
Gamification is the use of game elements and design principles in a non-game context to influence behavior. In education, it aims to attract learners' attention, increase engagement, and encourage continued participation in learning activities. It is not simply the act of playing any game in class: the elements should help learners work toward meaningful educational goals.
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Based on the Wikipedia article Gamification of learning, licensed CC BY-SA 4.0. Adapted into a summary, flashcards and quizzes.