• DocumentCode
    2821396
  • Title

    The impact of gamification: A recommendation of scenarios for education

  • Author

    Erenli, K.

  • Author_Institution
    Film-, TV- & Media Production, Univ. of Appl. Sci. bfi Vienna, Vienna, Austria
  • fYear
    2012
  • fDate
    26-28 Sept. 2012
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    Many students play (computer) games during leisure time. While playing those games they adopt skills which can be easily addressed when it comes to teaching of more sophisticated knowledge. Nevertheless many educators today dissipate this opportunity. Some others have already evaluated gaming scenarios and methods for teaching students and have created the term “gamification”. This paper will describe the history among this new term and explain the possible impact on teaching. It will take well-researched facts into consideration to discuss the potential. Moreover scenarios will be demonstrated and evaluated for educators to use and adopt on their own.
  • Keywords
    computer aided instruction; computer games; teaching; user interfaces; computer games; education; gamification impact; gaming scenarios; leisure time; student teaching; Birds; Companies; Context; Educational institutions; Games; achievements; definition; gamification; scenarios;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Interactive Collaborative Learning (ICL), 2012 15th International Conference on
  • Conference_Location
    Villach
  • Print_ISBN
    978-1-4673-2425-0
  • Electronic_ISBN
    978-1-4673-2426-7
  • Type

    conf

  • DOI
    10.1109/ICL.2012.6402106
  • Filename
    6402106