Gamification of education using computer games

Fiona Fui-Hoon Nah, Venkata Rajasekhar Telaprolu, Shashank Rallapalli, Pavani Rallapalli Venkata

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

92 Citations (Scopus)

Abstract

We review the literature on gamification and identify principles of gamification and system design elements for gamifying computer educational games. Gamification of education is expected to increase learners' engagement, which in turn increases learning achievement. We propose a gamification framework that synthesizes findings from the literature. The gamification framework is comprised of principles of gamification, system design elements for gamification, and dimensions of user engagement. © 2013 Springer-Verlag Berlin Heidelberg.
Original languageEnglish
Title of host publicationHuman Interface and the Management of Information: Information and Interaction for Learning, Culture, Collaboration and Business - 15th International Conference, HCI International 2013, Proceedings
Pages99-107
Volume8018 LNCS
DOIs
Publication statusPublished - 2013
Externally publishedYes
Event15th International Conference on Human Interface and the Management of Information: Information and Interaction for Learning, Culture, Collaboration and Business, HCI 2013 - Las Vegas, NV, United States
Duration: 21 Jul 201326 Jul 2013

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume8018 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference15th International Conference on Human Interface and the Management of Information: Information and Interaction for Learning, Culture, Collaboration and Business, HCI 2013
PlaceUnited States
CityLas Vegas, NV
Period21/07/1326/07/13

Bibliographical note

Publication details (e.g. title, author(s), publication statuses and dates) are captured on an “AS IS” and “AS AVAILABLE” basis at the time of record harvesting from the data source. Suggestions for further amendments or supplementary information can be sent to [email protected].

Research Keywords

  • Education
  • Engagement
  • Gamification
  • Learning
  • System Design

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