Reference no: EM133929322
Questions:
1. What do we learn and unlearned from gamification?
2. How can we use gamification to improve teaching practice and boost student's learning.
3. Gamification on students' cognitive load levels and academic achievements, good or bad
Articles
Huang, B., & Hew, K. F. (2021). Using Gamification to Design Courses: Lessons Learned in a Three-year Design-based Study. Educational Technology & Society, 24(1), 44-63.
Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014b). Gamification of Education: A Review of Literature. Lecture Notes in Computer Science, 401-409.
Paas, F. G. W. C., and Van Merriënboer, J. J. G. (1993). The efficiency of instructional conditions: An approach to combine mental-effort and performance measures.Hum. Factors 35: 737-743.
Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and Education: Achievements, Cognitive Loads, and Views of Students. International Journal of Emerging Technologies in Learning (IJET), 11(07), 64.