TY - GEN
T1 - Gamification at School
AU - Perttula, Arttu
AU - Tuomi, Pauliina
PY - 2017
Y1 - 2017
N2 - 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.
AB - 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.
U2 - 10.21125/edulearn.2017.0756
DO - 10.21125/edulearn.2017.0756
M3 - Conference contribution
SP - 9334
EP - 9340
BT - EDULEARN17
T2 - International Conference on Education and New Learning Technologies
Y2 - 1 January 1900
ER -