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 gamified product or service with a rewards feature may harm intrinsic motivation, not enhance it [6]. in addition, it can reduce the internal motivation that the user has to take part in the activity, as it replaces internal motivation with external motivation [7]. the success of gamification is defined as applying game design principles in non-gaming contexts [1], [2]. it aims to

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 . . .

     

    Logo ScioWire Beta black

    If you want to have access to all the content you need to log in!

    Thanks :)

    If you don't have an account, you can create one here.

     

Scroll to Top

Add A Knowledge Base Question !

+ = Verify Human or Spambot ?