Instructional Technology

N/ACitations
Citations of this article
4Readers
Mendeley users who have this article in their library.
Get full text

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

APA

Instructional Technology. (2020) (pp. 494–494). https://doi.org/10.1007/978-3-319-95870-5_300133

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