Gamification in Education
Definition
:1. Introduction
Importance and Impact
2. Design Frameworks
3. Application Techniques
3.1. Classification of Player Types
3.1.1. Achiever
3.1.2. Explorer
3.1.3. Socializer
3.1.4. Killer/Griefer
3.1.5. Builder (New)
3.2. Game Mechanics
3.2.1. Avatars/Personas
3.2.2. Points
3.2.3. Turns
3.2.4. Levels
3.2.5. Badges
3.2.6. Challenges/Quests
3.2.7. Rewards
3.2.8. Leaderboards
3.2.9. Non-Player Characters
3.3. Learning Mechanics
3.3.1. Action/Task
3.3.2. Educational Tutorial
3.3.3. Demonstration
3.3.4. Assessment/Feedback
3.3.5. Reflection/Discussion
3.4. Game Aesthetics
3.4.1. Sensation
3.4.2. Fantasy
3.4.3. Narrative
3.4.4. Audio
3.4.5. Challenge
3.4.6. Fellowship
4. Adoption across Different Educational Levels
4.1. Preschool Education
4.2. Primary Education
4.3. Secondary Education
4.4. Tertiary Education
5. Discussion and Prospects
5.1. Advantages
5.2. Disadvantages
5.3. Implementation
5.4. Challenges
5.5. Mixed Reality, Artificial Intelligence, and the Metaverse
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Gamification Design Framework | Essential Structural Elements | Applicability |
---|---|---|
MDA | Game mechanics, dynamics, aesthetics | Gamification design method targeting specific user emotions |
Fogg behavioral model | Motivation, ability, prompts (triggers) | Design of gamified loops of engagement towards behavioral change |
ARCS | Attention, relevance, confidence, satisfaction | Conceptual model aiming at sustainable learner motivation and positive experience |
Oktalysis | Epic meaning, accomplishment, empowerment, ownership, relatedness, scarcity, curiosity, avoidance | Human-focused gamification design around eight basic motivational drives toward user engagement optimization |
RECIPE | Reflection, exposition (story), choice, information, play, engagement | Gamified, storified experience design towards meaningful, deep learning |
6D | Objectives, target behaviors, player’s profile, activity loops, fun, deployment | Sequential, iterative gamification design model based on design thinking |
Player Type | Core Motivational Drives | Gamification Elements |
---|---|---|
Achiever | Mastery, competency, accomplishment, excellence | Goals, rewards, quests, levels, badges |
Explorer | Autonomy, discovery, curiosity | Choice, open worlds, branching scenarios, Easter eggs, bonus content |
Socializer | Relatedness, community, communication | Teams, social network (contacts/friends) |
Killer/disruptor | Winning, drama, status, attention, change | Competition, challenge, anonymity, voting |
Builder/creator | Creativity, art, crafts | Modding, creativity tools, customization |
Philanthropist | Purpose, meaning, altruism | Gifts, sharing, mentoring |
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Christopoulos, A.; Mystakidis, S. Gamification in Education. Encyclopedia 2023, 3, 1223-1243. https://doi.org/10.3390/encyclopedia3040089
Christopoulos A, Mystakidis S. Gamification in Education. Encyclopedia. 2023; 3(4):1223-1243. https://doi.org/10.3390/encyclopedia3040089
Chicago/Turabian StyleChristopoulos, Athanasios, and Stylianos Mystakidis. 2023. "Gamification in Education" Encyclopedia 3, no. 4: 1223-1243. https://doi.org/10.3390/encyclopedia3040089
APA StyleChristopoulos, A., & Mystakidis, S. (2023). Gamification in Education. Encyclopedia, 3(4), 1223-1243. https://doi.org/10.3390/encyclopedia3040089