Gamification at School

Arttu Perttula, Pauliina Tuomi

    Tutkimustuotos: KonferenssiartikkeliScientificvertaisarvioitu


    Traditional teacher-oriented teaching methods in a lecture style are no longer viewed as effective enough for learning and are therefore criticized. It is generally agreed that the modern education should engage students, stimulate interests and maintain a positive attitude. In other words, there should be a way to further learning for example by combining it with playing. This is why many educators and researchers devise new strategies, tools, methods and techniques of novel and engaging activities in order to gamify education. Gamification is often defined as the use of game mechanics and game design techniques in non-game contexts. The present study focuses on investigating possibilities of gamification at school and in a classroom setting. In this study, to complement current research knowledge in the field of classroom and education gamification, students and teachers (n = 120) provided their point of view how to utilize gamification for learning and teaching purposes. As a result, several perfectible and creative concepts were figured out. Implications of the findings for future research are discussed and research based recommendations are presented.
    AlaotsikkoThe 9th International Conference on Education and New Learning Technologies
    ISBN (elektroninen)978-84-697-3777-4
    DOI - pysyväislinkit
    TilaJulkaistu - 2017
    OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
    TapahtumaInternational Conference on Education and New Learning Technologies -
    Kesto: 1 tammik. 1900 → …


    ISSN (elektroninen)2340-1117


    ConferenceInternational Conference on Education and New Learning Technologies
    Ajanjakso1/01/00 → …


    • Jufo-taso 0


    Sukella tutkimusaiheisiin 'Gamification at School'. Ne muodostavat yhdessä ainutlaatuisen sormenjäljen.

    Siteeraa tätä