HIGHLIGHTS
- who: Veronica Aguilos and colleagues from the (UNIVERSITY) have published the research work: I. I Gamification is defined as applying game design principles in non-gaming contexts [1], [2]. It aims to stimulate human motivation and performance [3] and the most common application of this concept is in formal education [4], [5]. The learning outcomes of gamification are mostly positive in terms of increased motivation and engagement; this is according to the systematic literature review of empirical studies on gamification efficacy [4]. However, despite the positive results, there are a few adverse outcomes relating to gamification. A . . .
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