Digital Education: Gamification F.3 / From point 1 Introduction:
Gamification represents one of the biggest technological trends of the last decade. The adoption of the gamification concept in the corporate sector (corporate gamification, playful business) is already advanced to such an extent that 70% of organisations in the Global 2000 used at least one gamified application or service. This technological novelty is the basis for innovative changes in education, commerce, marketing, entrepreneurship, health, governance, sustainability (FinanceOnline, 2023). Moreover, numerous studies show that gamification also has various positive efects on education (Plass & Kaplan, 2015; Sailer & Homner, 2019; Zainuddina, 2020; Kapp, 2012). Besides general psychological efects regarding learning engagement, cognition, motivation, and collaboration, it has been found that gamification positively infuences learning outcomes towards problem-solving, creativity, critical thinking, or decision-making which belong to the so-called 21st Century Skills as part of the European Commission’s Agenda (Csapó & Funke, 2017; Qian & Clark, 2016). In order to ofer students the opportunity to use the potentials of gamification in later professional situations efectively, game-based learning techniques must already be integrated into the curricula and established as fundamental methods of business education.
Identifer | oai:union.ndltd.org:DRESDEN/oai:qucosa:de:qucosa:94135 |
Date | 18 October 2024 |
Creators | Fischer, Helge, Pippig, Michelle, Arnold, Maik, Farrand, Yvonne, Leducq, Siegmund, Köhler, Thomas, Letonja, Marina, Mertens, Linda, Müller, Josefin, Slingerland, Ria, Urgacz, Pawel, Verhagen, Rick |
Contributors | Hochschule der Deutschen Gesetzlichen Unfallversicherung (HGU), Technische Universität Dresden, Technische Universität Dresden, Bildungsportal Sachsen GmbH, CampusM21 GmbH, Gesellschaft der Freunde und Förderer der Technische Universität Dresden e.V., Gesellschaft der Freunde und Förderer der TU Dresden e.V., GWT – TUD Forschung und Innovation GmbH, Hochschule Stralsund (HOST) |
Publisher | TUDpress - Verlag der Wissenschaften |
Source Sets | Hochschulschriftenserver (HSSS) der SLUB Dresden |
Language | English |
Detected Language | English |
Type | info:eu-repo/semantics/publishedVersion, doc-type:conferenceObject, info:eu-repo/semantics/conferenceObject, doc-type:Text |
Rights | info:eu-repo/semantics/openAccess |
Relation | 978-3-95908-537-3, urn:nbn:de:bsz:14-qucosa2-897957, qucosa:89795 |
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