Abstract
Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems. However, if gamification is to be of use to schools, we must better understand what gamification is, how it functions, and why it might be useful. This article addresses all three questions – what ,how, and why bother? – while exploring both the potential benefits and pitfalls of gamification
Cite
CITATION STYLE
Joey J. Lee, & Jessica Hammer. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 1–5. Retrieved from http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf
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