Gamification in Education
| dc.contributor.author | Christopoulos, Athanasios | |
| dc.contributor.author | Mystakidis, Stylianos | |
| dc.contributor.other | Χριστόπουλος, Αθανάσιος | |
| dc.contributor.other | Μυστακίδης, Στυλιανός | |
| dc.date.accessioned | 2024-01-04T12:39:33Z | |
| dc.date.available | 2024-01-04T12:39:33Z | |
| dc.date.issued | 2023-10-02 | |
| dc.description.abstract | Gamification, 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.doi | 10.3390/encyclopedia3040089 | |
| dc.identifier.uri | https://hdl.handle.net/10889/26372 | |
| dc.language.iso | en | |
| dc.publisher | Multidisciplinary Digital Publishing Institute | |
| dc.rights | Attribution-NonCommercial-ShareAlike 3.0 United States | * |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc-sa/3.0/us/ | * |
| dc.subject | Gamification | |
| dc.subject.alternative | Παιχνιδοποίηση | |
| dc.title | Gamification in Education | |
| dc.type | Article | |
| oaire.citation.endPage | 1243 | |
| oaire.citation.issue | 4 | |
| oaire.citation.startPage | 1223 | |
| oaire.citation.title | Encyclopedia | |
| oaire.citation.volume | 3 |