Gamification in higher education: the learning perspective
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Autor/a
Joao Ferreira, Maria
Moreira, Fernando
Fonseca Escudero, David
Otros/as autores/as
Universitat Ramon Llull. La Salle
University of Minho
Universidade de Aveiro
Portucalense University Infante D. Henrique
Fecha de publicación
2019-09Resumen
During the last decades there has been a great development of utilitarian systems,
applied to the most varied areas, in which games are found. Digital games (or
video games) entered everyday life at an increasing rate and became a popular
form of entertainment enjoyed by people of all age and social groups (Williams
et al., 2009). The first videogames came from a playful reappropriation of oscilloscopes (Tavinor, 2009). Since then, there has been a wide spread of game
consoles (from Pong in 1972 to Xbox in 2002, etc.) as well as other video game
applications. For example, in 2011, Gartner predicted that gamed-in information
systems and services would become an integral part of organizational systems
such as consumer goods marketing and customer loyalty with 70 percent of the
largest organizations, according to (Burke, 2011) to have at least an application
with principles of gamification. These forecasts went even further and the entrance of the gamification extended to the most diverse areas, namely Healthcare,
Education, Finance, Wellness, and Corporate Governance. The use of gamification in unlikely areas such as politics, it is a growing trend as described in
(Angelovska, 2019) “this coincides with the beginning of the 2020 US political
campaigns.”
Despite hype and growth expectations, several applications fail with gamification, leading to the appearance of designations like “game over for gamification”
(Smith, 2015). This situation is justified by the way the gamification was used and
one of the examples illustrating this same misuse is the experience of motivating
housekeepers to become more efficient at Disneyland and at the Paradise Pier
Hotels. The failure was related to the existence of public monitors that showed
placards with efficiency numbers in green for the fastest employees, and red for
the others. However, despite the unsuccessful experiences, gamification continues to be seen as a “tool” with great potential, as companies continue to invest in
gamification projects, with estimates suggesting a market growth of 48% by 2019
( Technavio, 2015), and with values in 2016 of 4.91 billion US dollars to nearly
12 billion in 2021 (Statista, 2018).
Tipo de documento
Capítulo o parte de libro
Lengua
English
Materias (CDU)
004 - Informática
378 - Enseñanza superior. Universidades
62 - Ingeniería. Tecnología
Palabras clave
Ludificació
Ensenyament universitari -- Innovacions tecnològiques
Páginas
24 p.
Publicado por
Research Centre on Education (CIEd), Institute of Education, University of Minho, Braga, Portugal
Publicado en
Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification
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