TY - CHAP
T1 - Game mechanics for classroom engagement
AU - DuBravac, Stayc
PY - 2012
Y1 - 2012
N2 - Gamification, the integration of game mechanics to influence behavior and engagement, is a much-touted method of improving participant action. Characteristics of online video games (e.g., World of Warcraft, Farmville, The Sims) have been shown to improve motivation, sustain learner engagement, and increase satisfaction. Gamification is used in websites, businesses, medicine, law enforcement, and increasingly in education. However, gamification is only beneficial to an activity if the relationship between the activity and the final goal are understood. This chapter looks at the gamification in education, in particular second language acquisition, and examines seven basic game mechanics: achievement, appointment, rewards, leaderboards, privacy, social engagement loops (or viral mechanics), and modifiers. The discussion describes implementation of game mechanics and potential pitfalls of gamification.
AB - Gamification, the integration of game mechanics to influence behavior and engagement, is a much-touted method of improving participant action. Characteristics of online video games (e.g., World of Warcraft, Farmville, The Sims) have been shown to improve motivation, sustain learner engagement, and increase satisfaction. Gamification is used in websites, businesses, medicine, law enforcement, and increasingly in education. However, gamification is only beneficial to an activity if the relationship between the activity and the final goal are understood. This chapter looks at the gamification in education, in particular second language acquisition, and examines seven basic game mechanics: achievement, appointment, rewards, leaderboards, privacy, social engagement loops (or viral mechanics), and modifiers. The discussion describes implementation of game mechanics and potential pitfalls of gamification.
UR - http://www.scopus.com/inward/record.url?scp=84886869012&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84886869012&partnerID=8YFLogxK
U2 - 10.1108/S2044-9968(2012)000006C006
DO - 10.1108/S2044-9968(2012)000006C006
M3 - Chapter
AN - SCOPUS:84886869012
SN - 9781781902400
T3 - Cutting-Edge Technologies in Higher Education
SP - 67
EP - 94
BT - Increasing Student Engagement and Retention Using Immersive Interfaces
A2 - Wankel, Charles
A2 - Blessinger, Patrick
ER -