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Gamification Techniques Capitalizing on State-of-the-Art Technologies

Gamification Techniques Capitalizing on State-of-the-Art Technologies

Ilias Logothetis, Anastasios Kristofer Barianos, Alexandros Papadakis, Eirini Christinaki, Orestis Charalampakos, Iraklis Katsaris, Michail Kalogiannakis, Nikolas Vidakis
Copyright: © 2022 |Pages: 24
ISBN13: 9781668444610|ISBN10: 1668444615|EISBN13: 9781668444634
DOI: 10.4018/978-1-6684-4461-0.ch012
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MLA

Logothetis, Ilias, et al. "Gamification Techniques Capitalizing on State-of-the-Art Technologies." The Digital Folklore of Cyberculture and Digital Humanities, edited by Stamatis Papadakis and Alexandros Kapaniaris, IGI Global, 2022, pp. 206-229. https://doi.org/10.4018/978-1-6684-4461-0.ch012

APA

Logothetis, I., Barianos, A. K., Papadakis, A., Christinaki, E., Charalampakos, O., Katsaris, I., Kalogiannakis, M., & Vidakis, N. (2022). Gamification Techniques Capitalizing on State-of-the-Art Technologies. In S. Papadakis & A. Kapaniaris (Eds.), The Digital Folklore of Cyberculture and Digital Humanities (pp. 206-229). IGI Global. https://doi.org/10.4018/978-1-6684-4461-0.ch012

Chicago

Logothetis, Ilias, et al. "Gamification Techniques Capitalizing on State-of-the-Art Technologies." In The Digital Folklore of Cyberculture and Digital Humanities, edited by Stamatis Papadakis and Alexandros Kapaniaris, 206-229. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-6684-4461-0.ch012

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Abstract

Teachers incorporate gamification techniques and game-based learning (GBL) into the learning material rapidly. Technological advancements on the world wide web have essentially assisted GBL as it has allowed the creation of many educational platforms and applications. Despite these web applications' advancements, technology has more to offer than a just website, moving into virtual worlds, enhancing the real world with digital content and artefacts, using users' geolocation to navigate them into learning material around their physical world, and gathering, processing, and analysing information about the users with the purpose to better adjust the information provided to them. The collaboration between gamification techniques and modern technologies are explored to showcase the possibilities this merger can give. Applications using state-of-the-art technologies and gamification techniques tend to increase engagement and motivation of students, increase their soft skills, and develop a positive perspective towards learning and education.

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