Gamification in Education

dc.contributor.authorChristopoulos Athanasios
dc.contributor.authorMystakidis Stylianos
dc.contributor.organizationfi=oppimisanalytiikan tutkimusinstituutti|en=Turku Research Institute for Learning Analytics|
dc.contributor.organization-code1.2.246.10.2458963.20.73636593326
dc.converis.publication-id380513342
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/380513342
dc.date.accessioned2025-08-27T22:11:59Z
dc.date.available2025-08-27T22:11:59Z
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.pagerange1223
dc.format.pagerange1243
dc.identifier.jour-issn2673-8392
dc.identifier.olddbid201788
dc.identifier.oldhandle10024/184815
dc.identifier.urihttps://www.utupub.fi/handle/11111/49712
dc.identifier.urlhttps://doi.org/10.3390/encyclopedia3040089
dc.identifier.urnURN:NBN:fi-fe2025082785510
dc.language.isoen
dc.okm.affiliatedauthorChristopoulos, Athanasios
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherMDPI
dc.publisher.countrySwitzerlanden_GB
dc.publisher.countrySveitsifi_FI
dc.publisher.country-codeCH
dc.relation.doi10.3390/encyclopedia3040089
dc.relation.ispartofjournalEncyclopedia
dc.relation.issue4
dc.relation.volume3
dc.source.identifierhttps://www.utupub.fi/handle/10024/184815
dc.titleGamification in Education
dc.year.issued2023

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