Gamification in Education

dc.contributor.authorChristopoulos, Athanasios
dc.contributor.authorMystakidis, Stylianos
dc.contributor.otherΧριστόπουλος, Αθανάσιος
dc.contributor.otherΜυστακίδης, Στυλιανός
dc.date.accessioned2024-01-04T12:39:33Z
dc.date.available2024-01-04T12:39:33Z
dc.date.issued2023-10-02
dc.description.abstractGamification, or gameful design, refers to the strategic application of game design principles, mechanics, and elements into non-game environments. It is often facilitated using digital platforms, aiming to solve problems, increase engagement, and motivate individuals towards their goals. The technique fosters a gameful and interactive experience, enhancing perceived autonomy, competence, and relatedness among users. With roots in fields like education, business, marketing, and services, gamification is a versatile tool that serves to enrich user experience and create value in a multitude of settings. The widespread impact of gamification across various sectors has transformed traditional methods of engagement, notably in education.
dc.identifier.doi10.3390/encyclopedia3040089
dc.identifier.urihttps://hdl.handle.net/10889/26372
dc.language.isoen
dc.publisherMultidisciplinary Digital Publishing Institute
dc.rightsAttribution-NonCommercial-ShareAlike 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/3.0/us/*
dc.subjectGamification
dc.subject.alternativeΠαιχνιδοποίηση
dc.titleGamification in Education
dc.typeArticle
oaire.citation.endPage1243
oaire.citation.issue4
oaire.citation.startPage1223
oaire.citation.titleEncyclopedia
oaire.citation.volume3

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