Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations
Search IRMA Research
Research IRM
Open Access
IRMA Journals
IRM Books
Proceedings
Membership
The
IRMA
Community
Calls for Papers
Online Symposium
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
Multimedia IS
Education
Information Systems
Computer Science
Healthcare
Environmental IS
Public Administration
Library Science
Social Science
Business Management
Socialisation of Gamification
View Sample PDF
Author(s):
Robert Costello
(Newcastle College, UK)
Copyright:
2022
Pages:
23
Source title:
Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s):
Information Resources Management Association
(USA)
DOI:
10.4018/978-1-6684-3710-0.ch072
Keywords:
Educational Technologies
/
Gaming in Education
/
Information Science Reference
/
Knowledge Management and Library Science
Purchase
View
Socialisation of Gamification
on the publisher's website for pricing and purchasing information.
Abstract
This chapter offers an introduction to using gaming technology as a learning tool to improve retention, engagement, and motivation for the learner. We will be exploring how social/community elements are having a direct impact on enhancing positive practices through motivation techniques to challenging the learner's competence through pushing their individual abilities without them getting frustrated all the time.
Related Content
Simulations in Business Education: Unlocking Experiential Learning
Vivek Ahuja. © 2024. 21 pages.
One Solution Does Not Fit All: Reward-Based and Meaningful Gamification in Higher Education
Minna-Maarit Jaskari, Henna Syrjälä. © 2024. 28 pages.
Applying a Playcentric Design Process to Creating a First-Year Experience Course
Andrew M. Blick. © 2024. 21 pages.
Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal
Alba González Moreno. © 2024. 17 pages.
From Theoretical Chemist to Synthesis Chemist
Ana Belén Ruiz-Muelle. © 2024. 26 pages.
Enhancing Artistic Learning Through Gamification: A Case Study in an Archaeology Museum Visit
Alejandro Galindo Durán, Raquel Sánchez Fuentes. © 2024. 27 pages.
Gamification in the Art World: An Escape Room to Immerse Yourself in the History and Local Artists of the City
Alejandro Galindo Durán. © 2024. 31 pages.
IRMA
Offers Over
2,500
Full Text
Open Access Research
Papers for Free Download
Click to Start Searching
Free IRM Research!
IRMA Sponsors
About Us
|
Contact
|
Sitemap
|
Legal
|
Policies
Copyright ©2024, Information Resources Management Association. 701 East Chocolate Avenue, Hershey, PA 17033.