Research Article
Learning and gamification: a possible relationship?
@ARTICLE{10.4108/eai.19-12-2017.153488, author={Leonardo Caporarello and Massimo Magni and Ferdinando Pennarola}, title={Learning and gamification: a possible relationship?}, journal={EAI Endorsed Transactions on e-Learning}, volume={4}, number={16}, publisher={EAI}, journal_a={EL}, year={2017}, month={12}, keywords={e-learning -- gamification -- game-based learning -- instructional design}, doi={10.4108/eai.19-12-2017.153488} }
- Leonardo Caporarello
Massimo Magni
Ferdinando Pennarola
Year: 2017
Learning and gamification: a possible relationship?
EL
EAI
DOI: 10.4108/eai.19-12-2017.153488
Abstract
One of the most interesting and disruptive trends in the current elearning scenario is gamification, that is, the use of game design elements in non-game contexts. After providing a brief overview of the main contemporary gamification applications in organizations, this paper especially focuses on gamification in the educational field. It discusses the existing studies on the effectiveness of gamification for learning purposes, analyzing their impact on students’ attitude, knowledge and behavior. Finally, it highlights the main gaps in the current literature, pointing to new directions of research.
Copyright © 2017 Leonardo Caporarello et al., licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.