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.
CITATION STYLE
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
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