Difference between revisions of "Gamification of Learning Processes"
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Revision as of 11:00, 11 November 2013
GAMIFICATION OF LEARNING PROCESSES |
Gamification of learning processes can be understood as the use of game design elements in learning environments in order to enhance the level of engagement of the learner. As explained in the respective article, the most generally adopted definition for gamification is: “gamification is the use of game design elements (such as badges, points and leaderboards) in non-game contexts”[1].
For an increased level of engagement, an increased level of motivation is required and games elements such as badges, points and leaderboards may be powerful motivational agents when applied in a meaningful way. All these elements (taken from games) concern extrinsic motivation, which “refers to behavior that is driven by external rewards such as money, fame, grades, and praise. This type of motivation arises from outside the individual, as opposed to intrinsic motivation, which originates inside of the individual.”[2] Being so, it has been intensively discussed that extrinsic motivational strategies have a finite term, meaning that their effectiveness may not last. This phenomenon is called replacement or over justification:
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References
- ↑ Deterding et al. From Game Design Elements to Gamefulness: Defining “Gamification”. 9-15. p.10.
- ↑ http://psychology.about.com/od/eindex/f/extrinsic-motivation.htm