Analysis of Gamification in Education

  • Stott A
  • Neustaedter C
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Abstract

Gamification refers to the application of game dynamics, mechanics, and frameworks into non-game settings. Many educators have attempted, with varying degrees of success, to effectively utilize game dynamics to increase student motivation and achievement in the classroom. In an effort to better understand how gamification can effectively be utilized to this end, presented here is a review of existing literature on the subject as well as a case study on three different applications of gamification in the post-secondary setting. This analysis reveals that the underlying dynamics that make games engaging are largely already recognized and utilized in modern pedagogical practices, although under different designations. This provides some legitimacy to a practice that is sometimes dismissed as superficial, and also provides a way of formulating useful guidelines for those wishing to utilize the power of games to motivate student achievement.

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APA

Stott, A., & Neustaedter, C. (2013). Analysis of Gamification in Education. Carmster.Com, 1–8. Retrieved from http://carmster.com/clab/uploads/Main/Stott-Gamification.pdf

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