Leveling up the Classroom: A Theoretical Approach to Education Gamification

Leveling up the Classroom: A Theoretical Approach to Education Gamification

Michael D. Hanus, Carlos Cruz
Copyright: © 2016 |Pages: 28
ISBN13: 9781466686519|ISBN10: 1466686510|EISBN13: 9781466686526
DOI: 10.4018/978-1-4666-8651-9.ch009
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MLA

Hanus, Michael D., and Carlos Cruz. "Leveling up the Classroom: A Theoretical Approach to Education Gamification." Emerging Research and Trends in Gamification, edited by Harsha Gangadharbatla and Donna Z. Davis, IGI Global, 2016, pp. 196-223. https://doi.org/10.4018/978-1-4666-8651-9.ch009

APA

Hanus, M. D. & Cruz, C. (2016). Leveling up the Classroom: A Theoretical Approach to Education Gamification. In H. Gangadharbatla & D. Davis (Eds.), Emerging Research and Trends in Gamification (pp. 196-223). IGI Global. https://doi.org/10.4018/978-1-4666-8651-9.ch009

Chicago

Hanus, Michael D., and Carlos Cruz. "Leveling up the Classroom: A Theoretical Approach to Education Gamification." In Emerging Research and Trends in Gamification, edited by Harsha Gangadharbatla and Donna Z. Davis, 196-223. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-4666-8651-9.ch009

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Abstract

Gamification continues to grow in popularity, and has significant application to education and student motivation. Because gamification is a large, encompassing concept it may be best to assess its effects by breaking down its composite features and assessing the positive and negative effects of these features. This chapter takes features including immediate feedback, use of narrative, tailored challenges, and displays of progress, and discusses popular current theories in communication and psychology to discuss the potential benefits and drawbacks of each feature, placing a focus on student motivation, comparison, and self-perception. This moves to discuss practical ways to best employ gamification features, and discusses the impact of digital technology on gamification in the classroom and should be useful for researchers interested in the topic and for teachers considering how to best gamify their classrooms.

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