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The Place of Gamification in the Educational Context

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14410%2F22%3A00126358" target="_blank" >RIV/00216224:14410/22:00126358 - isvavai.cz</a>

  • Result on the web

    <a href="https://www.igi-global.com/book/handbook-research-influence-effectiveness-gamification/288939" target="_blank" >https://www.igi-global.com/book/handbook-research-influence-effectiveness-gamification/288939</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.4018/978-1-6684-4287-6.ch001" target="_blank" >10.4018/978-1-6684-4287-6.ch001</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    The Place of Gamification in the Educational Context

  • Original language description

    Schools are pioneers of innovation in the process of teaching and learning. This overview study researches and analyzes new opportunities that modern information and communication technologies open up in the field of education and lifelong learning. It uncovers what place gamification in schooling holds, how it affects people, what students take away from the progressive idea and thus it recognizes the possibilities and limits of its implementation from the perspective of key actors in the education process. The author specifically aims to better understand how gamification can be used in education institutions, what its function is, and how to apply game principles in this context as successfully as possible. The gamification approach is often seen as one of the supports for student motivation. With regard to the design of teaching, teaching methods, and educational goals, the learning principles of games can be used innovatively as supplements to classroom teaching, where the curriculum is supported by game elements as important components of the teaching method. Such conceptual framework is an inspiration for educators and designers in building gamified and empirical learning contexts. Educators possessing knowledge on how to direct transmission of information in class can accordingly design emergent learning experiences in which they utilize digital games’ inherent potential in education.

  • Czech name

  • Czech description

Classification

  • Type

    C - Chapter in a specialist book

  • CEP classification

  • OECD FORD branch

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach

Others

  • Publication year

    2022

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Book/collection name

    On the Influence and Effectiveness of Gamification in Education

  • ISBN

    9781668442876

  • Number of pages of the result

    22

  • Pages from-to

    1-22

  • Number of pages of the book

    835

  • Publisher name

    IGI Global

  • Place of publication

    USA

  • UT code for WoS chapter