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dc.contributor.authorLorås, Madeleine Aurora
dc.date.accessioned2017-11-20T12:42:35Z
dc.date.available2017-11-20T12:42:35Z
dc.date.created2017-10-23T14:44:17Z
dc.date.issued2017
dc.identifier.issn1892-0713
dc.identifier.urihttp://hdl.handle.net/11250/2467157
dc.description.abstractGamification can be a powerful educational tool, and has shown potential to increase student motivation and engagement. A large majority of today’s children and youths spend hours focused on solving complex problems in the realm of digital games. The possibility of transferring that kind of flow into the educational sphere through gamification is intriguing. This research aimed to elucidate how students experience the gamified learning environment, and especially the possible connection between commercial gaming experience and the effect of using gamification in education. By conducting an iterative case study consisting of observation and interviews with ICT teachers and students participating in the gamified classroom system Heimdall’s Quest, this study found that the gamified learning environment affects the student at three levels: the student, classroom level and society level. The specifics of these results can give valuable insight to other educators in developing and implementing gamification as a pedagogical and didactical tool for future ICT education.nb_NO
dc.language.isoengnb_NO
dc.publisherBibsys Open Journal Systemsnb_NO
dc.titleThe gamified learning environment - pedagogical possibilities and pitfallsnb_NO
dc.typeJournal articlenb_NO
dc.typePeer reviewednb_NO
dc.description.versionsubmittedVersionnb_NO
dc.source.journalNIK: Norsk Informatikkonferansenb_NO
dc.identifier.cristin1506895
dc.description.localcodeThis is a submitted manuscript of an article published in NIK: Norsk Informatikkonferanse, 2017nb_NO
cristin.unitcode194,63,1,0
cristin.unitnameIE fakultetsadministrasjon
cristin.ispublishedtrue
cristin.fulltextpreprint
cristin.qualitycode1


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