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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
ISBN13: 9781522551980|ISBN10: 1522551980|EISBN13: 9781522551997
DOI: 10.4018/978-1-5225-5198-0.ch030
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MLA

Hanus, Michael D., and Carlos Cruz. "Leveling up the Classroom: A Theoretical Approach to Education Gamification." Gamification in Education: Breakthroughs in Research and Practice, edited by Information Resources Management Association, IGI Global, 2018, pp. 583-610. https://doi.org/10.4018/978-1-5225-5198-0.ch030

APA

Hanus, M. D. & Cruz, C. (2018). Leveling up the Classroom: A Theoretical Approach to Education Gamification. In I. Management Association (Ed.), Gamification in Education: Breakthroughs in Research and Practice (pp. 583-610). IGI Global. https://doi.org/10.4018/978-1-5225-5198-0.ch030

Chicago

Hanus, Michael D., and Carlos Cruz. "Leveling up the Classroom: A Theoretical Approach to Education Gamification." In Gamification in Education: Breakthroughs in Research and Practice, edited by Information Resources Management Association, 583-610. Hershey, PA: IGI Global, 2018. https://doi.org/10.4018/978-1-5225-5198-0.ch030

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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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