A1 Refereed original research article in a scientific journal

Gamification in Education




AuthorsChristopoulos Athanasios, Mystakidis Stylianos

PublisherMDPI

Publication year2023

JournalEncyclopedia

Volume3

Issue4

First page 1223

Last page1243

DOIhttps://doi.org/10.3390/encyclopedia3040089

Web address https://doi.org/10.3390/encyclopedia3040089

Self-archived copy’s web addresshttps://research.utu.fi/converis/portal/detail/Publication/380513342


Abstract

Gamification, or gameful design, refers to the strategic application of game design principles, mechanics, and elements into non-game environments. It is often facilitated using digital platforms, aiming to solve problems, increase engagement, and motivate individuals towards their goals. The technique fosters a gameful and interactive experience, enhancing perceived autonomy, competence, and relatedness among users. With roots in fields like education, business, marketing, and services, gamification is a versatile tool that serves to enrich user experience and create value in a multitude of settings. The widespread impact of gamification across various sectors has transformed traditional methods of engagement, notably in education.


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Last updated on 2024-26-11 at 19:42