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The Applicability of Gaming Elements to Early Childhood Education

The Applicability of Gaming Elements to Early Childhood Education
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Author(s): Holly Tootell (University of Wollongong, Australia) and Alison Freeman (University of Wollongong, Australia)
Copyright: 2015
Pages: 18
Source title: Gamification: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-4666-8200-9.ch082

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Abstract

Many educators and technology developers advocate the use of gamification in educational environments. However, it is important to evaluate the applicability and value of gaming elements to the environments in which they are being implemented. Early Childhood Education (ECE) presents a unique educational context framed by national curricula and philosophical approaches that influence the adoption of technology, and therefore, gamification as an approach to enhancing learning through intrinsic motivation and engagement. This chapter evaluates the applicability and value of gaming elements to the use of technology in Early Childhood Education (ECE). Various definitions of gamification, particularly in the context of education, are considered. Six tenets of ECE and the concept of play are explored to inform an analysis of the appropriateness of gaming elements to ECE.

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