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One Game Does not Fit All. Gamification and Learning: Overview and Future Directions

In: Organizing for Digital Innovation

Author

Listed:
  • Leonardo Caporarello

    (Bocconi University)

  • Massimo Magni

    (Bocconi University)

  • Ferdinando Pennarola

    (Bocconi University)

Abstract

One of the most interesting and disruptive trends in the current elearning scenario is gamification, that is, the use of game design elements in non-game contexts. This paper provides a definition of gamification in the educational field and an overview of its applications. It then discusses the existing studies on the effectiveness of gamifiction for learning purposes, focusing on their impact on students’ attitude, knowledge and behavior. Finally, it highlights the main gaps in the current literature, pointing to new directions of research.

Suggested Citation

  • Leonardo Caporarello & Massimo Magni & Ferdinando Pennarola, 2019. "One Game Does not Fit All. Gamification and Learning: Overview and Future Directions," Lecture Notes in Information Systems and Organization, in: Alessandra Lazazzara & Raoul C.D. Nacamulli & Cecilia Rossignoli & Stefano Za (ed.), Organizing for Digital Innovation, pages 179-188, Springer.
  • Handle: RePEc:spr:lnichp:978-3-319-90500-6_14
    DOI: 10.1007/978-3-319-90500-6_14
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    Cited by:

    1. Ahmed Hosny Saleh Metwally & Maiga Chang & Yining Wang & Ahmed Mohamed Fahmy Yousef, 2021. "Does Gamifying Homework Influence Performance and Perceived Gameful Experience?," Sustainability, MDPI, vol. 13(9), pages 1-18, April.

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