Gamification in Education
| dc.contributor.author | Christopoulos Athanasios | |
| dc.contributor.author | Mystakidis Stylianos | |
| dc.contributor.organization | fi=oppimisanalytiikan tutkimusinstituutti|en=Turku Research Institute for Learning Analytics| | |
| dc.contributor.organization-code | 1.2.246.10.2458963.20.73636593326 | |
| dc.converis.publication-id | 380513342 | |
| dc.converis.url | https://research.utu.fi/converis/portal/Publication/380513342 | |
| dc.date.accessioned | 2025-08-27T22:11:59Z | |
| dc.date.available | 2025-08-27T22:11:59Z | |
| dc.description.abstract | <p>Gamification, or gameful design, refers to the strategic application of game design principles, mechanics, and elements into non-game environments. It is often facilitated using digital platforms, aiming to solve problems, increase engagement, and motivate individuals towards their goals. The technique fosters a gameful and interactive experience, enhancing perceived autonomy, competence, and relatedness among users. With roots in fields like education, business, marketing, and services, gamification is a versatile tool that serves to enrich user experience and create value in a multitude of settings. The widespread impact of gamification across various sectors has transformed traditional methods of engagement, notably in education.</p> | |
| dc.format.pagerange | 1223 | |
| dc.format.pagerange | 1243 | |
| dc.identifier.jour-issn | 2673-8392 | |
| dc.identifier.olddbid | 201788 | |
| dc.identifier.oldhandle | 10024/184815 | |
| dc.identifier.uri | https://www.utupub.fi/handle/11111/49712 | |
| dc.identifier.url | https://doi.org/10.3390/encyclopedia3040089 | |
| dc.identifier.urn | URN:NBN:fi-fe2025082785510 | |
| dc.language.iso | en | |
| dc.okm.affiliatedauthor | Christopoulos, Athanasios | |
| dc.okm.discipline | 113 Computer and information sciences | en_GB |
| dc.okm.discipline | 516 Educational sciences | en_GB |
| dc.okm.discipline | 113 Tietojenkäsittely ja informaatiotieteet | fi_FI |
| dc.okm.discipline | 516 Kasvatustieteet | fi_FI |
| dc.okm.internationalcopublication | international co-publication | |
| dc.okm.internationality | International publication | |
| dc.okm.type | A1 ScientificArticle | |
| dc.publisher | MDPI | |
| dc.publisher.country | Switzerland | en_GB |
| dc.publisher.country | Sveitsi | fi_FI |
| dc.publisher.country-code | CH | |
| dc.relation.doi | 10.3390/encyclopedia3040089 | |
| dc.relation.ispartofjournal | Encyclopedia | |
| dc.relation.issue | 4 | |
| dc.relation.volume | 3 | |
| dc.source.identifier | https://www.utupub.fi/handle/10024/184815 | |
| dc.title | Gamification in Education | |
| dc.year.issued | 2023 |
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