{"title":"教育情境中的游戏化:机制与方法论的批判观点","authors":"Stefan Piasecki","doi":"10.4018/IJAPUC.2019040104","DOIUrl":null,"url":null,"abstract":"Gamification as a tool or procedure to add entertaining and motivating elements to usually non-entertaining environments such as schools or workplaces is becoming more and more popular. E-learning platforms like Moodle provide tools and sets of functions to add elements of gamification. An important factor, especially for education, is technology: individual achievements and progress can be recorded, measured, tracked and visualized and, therefore, identified and honored through bonus points, awards or rankings. This is where gamification can add some challenge and excitement to learning.","PeriodicalId":145240,"journal":{"name":"Int. J. Adv. Pervasive Ubiquitous Comput.","volume":"238 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Gamification in Educational Contexts: A Critical View on Mechanisms and Methodology\",\"authors\":\"Stefan Piasecki\",\"doi\":\"10.4018/IJAPUC.2019040104\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification as a tool or procedure to add entertaining and motivating elements to usually non-entertaining environments such as schools or workplaces is becoming more and more popular. E-learning platforms like Moodle provide tools and sets of functions to add elements of gamification. An important factor, especially for education, is technology: individual achievements and progress can be recorded, measured, tracked and visualized and, therefore, identified and honored through bonus points, awards or rankings. This is where gamification can add some challenge and excitement to learning.\",\"PeriodicalId\":145240,\"journal\":{\"name\":\"Int. J. Adv. Pervasive Ubiquitous Comput.\",\"volume\":\"238 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-04-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Int. J. Adv. Pervasive Ubiquitous Comput.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/IJAPUC.2019040104\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Adv. Pervasive Ubiquitous Comput.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/IJAPUC.2019040104","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification in Educational Contexts: A Critical View on Mechanisms and Methodology
Gamification as a tool or procedure to add entertaining and motivating elements to usually non-entertaining environments such as schools or workplaces is becoming more and more popular. E-learning platforms like Moodle provide tools and sets of functions to add elements of gamification. An important factor, especially for education, is technology: individual achievements and progress can be recorded, measured, tracked and visualized and, therefore, identified and honored through bonus points, awards or rankings. This is where gamification can add some challenge and excitement to learning.