Cybernetics and Information Technologies (Jan 2015)

From Gamification to Gameful Design and Gameful Experience in Learning

  • Dichev Christo,
  • Dicheva Darina,
  • Angelova Galia,
  • Agre Gennady

DOI
https://doi.org/10.1515/cait-2014-0007
Journal volume & issue
Vol. 14, no. 4
pp. 80 – 100

Abstract

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Learning is a goal driven social activity determined by motivational factors. To be able to efficiently gamify learning for improved student motivation and engagement, the educators have to understand the related aspects studied in games, motivational psychology and pedagogy. This will help them to identify the factors that drive and explain desired learning behaviors. This paper presents a survey of the main approaches employed in gamification and the emerging new directions in the context of the relevant motivational psychology and pedagogy. The focus is on the motivational factors that impact learning and understanding of behavior change. The purpose of the paper is two-fold: on one side, to provide analysis and guide to relevant works related to gamification along with outlining the emerging trends, and on the other, to provide foundation for evaluation and identification of the areas of possible improvements.

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