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
Link To Document