Abstract
Learning is a goal driven social activity determined by motivationalfactors. To be able to efficiently gamify learning for improved student motivationand engagement, the educators have to understand the related aspects studied ingames, motivational psychology and pedagogy. This will help them to identify thefactors that drive and explain desired learning behaviors. This paper presents asurvey of the main approaches employed in gamification and the emerging newdirections in the context of the relevant motivational psychology and pedagogy. Thefocus is on the motivational factors that impact learning and understanding ofbehavior change. The purpose of the paper is two-fold: on one side, to provideanalysis and guide to relevant works related to gamification along with outliningthe emerging trends, and on the other, to provide foundation for evaluation andidentification of the areas of possible improvements.
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Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2014). From gamification to gameful design and gameful experience in learning. Cybernetics and Information Technologies, 14(4), 80–100. https://doi.org/10.1515/cait-2014-0007
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