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What Happens When Gamification Ends?

Nowadays, the application of typical game elements in non-ludic environments has been extended. Gamification has become a very interesting resource to promote engagement and participation in a wide variety of areas including education. For this reason, researchers are increasingly interested in the...

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Autores principales: García Iruela, Miguel, Fonseca, Manuel J., Hijón-Neira, Raquel, Chambel, Teresa
Formato: Online Artículo Texto
Lenguaje:English
Publicado: 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334728/
http://dx.doi.org/10.1007/978-3-030-52240-7_18
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author García Iruela, Miguel
Fonseca, Manuel J.
Hijón-Neira, Raquel
Chambel, Teresa
author_facet García Iruela, Miguel
Fonseca, Manuel J.
Hijón-Neira, Raquel
Chambel, Teresa
author_sort García Iruela, Miguel
collection PubMed
description Nowadays, the application of typical game elements in non-ludic environments has been extended. Gamification has become a very interesting resource to promote engagement and participation in a wide variety of areas including education. For this reason, researchers are increasingly interested in the study of gamification. There are many papers related to the impact that this methodology has on the student’s motivation, engagement or satisfaction. The aim of this paper is to analyze four aspects: “Pressure/tension”, “Perceived choice”, “Perceived competence” and “Effort/importance”. The first part of the study analyzes the aspects at two weeks between a test group and a control group. The second part is even more novel, because it analyzes the aspects when the test group is no longer gamified. Most studies focus on what happens when gamifying, but not when a group of students stops gamifying. The results obtained will serve to advance a part of the knowledge about gamification.
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spelling pubmed-73347282020-07-06 What Happens When Gamification Ends? García Iruela, Miguel Fonseca, Manuel J. Hijón-Neira, Raquel Chambel, Teresa Artificial Intelligence in Education Article Nowadays, the application of typical game elements in non-ludic environments has been extended. Gamification has become a very interesting resource to promote engagement and participation in a wide variety of areas including education. For this reason, researchers are increasingly interested in the study of gamification. There are many papers related to the impact that this methodology has on the student’s motivation, engagement or satisfaction. The aim of this paper is to analyze four aspects: “Pressure/tension”, “Perceived choice”, “Perceived competence” and “Effort/importance”. The first part of the study analyzes the aspects at two weeks between a test group and a control group. The second part is even more novel, because it analyzes the aspects when the test group is no longer gamified. Most studies focus on what happens when gamifying, but not when a group of students stops gamifying. The results obtained will serve to advance a part of the knowledge about gamification. 2020-06-10 /pmc/articles/PMC7334728/ http://dx.doi.org/10.1007/978-3-030-52240-7_18 Text en © Springer Nature Switzerland AG 2020 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
García Iruela, Miguel
Fonseca, Manuel J.
Hijón-Neira, Raquel
Chambel, Teresa
What Happens When Gamification Ends?
title What Happens When Gamification Ends?
title_full What Happens When Gamification Ends?
title_fullStr What Happens When Gamification Ends?
title_full_unstemmed What Happens When Gamification Ends?
title_short What Happens When Gamification Ends?
title_sort what happens when gamification ends?
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334728/
http://dx.doi.org/10.1007/978-3-030-52240-7_18
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