Gamification for handing educational innovation challenges

6Citations
Citations of this article
67Readers
Mendeley users who have this article in their library.
Get full text

Abstract

The papers aims at exploring gamification as a tool for handing some educational innovation challenges. The study summarizes though a literature analysis some educational innovation challenges that have been provoked by the increasing innovations in the area of education and the growth of failures and unsatisfying results from educational innovations implementation and application. On the other hand, gamification proposes a way to handle, with its diverse elements and characteristics, some of these challenges and possibly to impact the effectiveness of implementing and applying educational innovations. The research methodology employs a literature analysis so as to elicit some fundamental educational challenges and then a cluster analysis is done via content research. The result from this step is formulating some common educational innovation-related groups for further analysis. Later in the research, by utilizing the explored and summarized gamification tools and elements, to each educational innovation group, a potential gamification tool is assigned. The results are from interest of both educational and innovation experts and researchers. The outcomes may also be used directly in solving some of the educational issues.

Cite

CITATION STYLE

APA

Yordanova, Z. (2020). Gamification for handing educational innovation challenges. In Advances in Intelligent Systems and Computing (Vol. 908, pp. 529–541). Springer Verlag. https://doi.org/10.1007/978-3-030-11367-4_53

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free