Gami|cation: Gamification Within (Higher) Education

Research output: Contribution to book/Conference proceedings/Anthology/ReportChapter in book/Anthology/ReportContributedpeer-review

Abstract

The serious game Gami|cation—the learning-teaching adventure was developed to support (higher education) teachers in designing teaching–learning arrangements that promote motivation by enriching educational processes with game elements. The different types of using gamification, the promotion of intrinsic and extrinsic motivation and the creation of an interactive learning environment are also considered. The paper focuses on didactically innovative applications of gamification elements in higher education. Furthermore, the scientific foundation, the development process and the developed application scenarios of gamification are described. Previous experiences from workshops are reflected upon to gain ideas for further development.

Details

Original languageEnglish
Title of host publicationAdvanced Technologies and the University of the Future
EditorsEduardo Vendrell Vidal, Uriel R. Cukierman, Michael E. Auer
Place of PublicationCham
PublisherSpringer
ChapterGamification
Pages397-412
Number of pages16
Volume1140
ISBN (electronic)978-3-031-71530-3
ISBN (print)978-3-031-71529-7
Publication statusPublished - 2025
Peer-reviewedYes

Publication series

SeriesLecture Notes in Networks and Systems
Volume1140
ISSN2367-3370

External IDs

ORCID /0000-0002-0327-6577/work/174432423
Scopus 85212507320

Keywords

Keywords

  • Bildungsspiel, Gamification, Hochschuldidaktik, Lernerfahrungen, Spielpädagogik, Educational game, Game pedagogy, Gamification, Higher education didactics, Learning experience