A social gamification framework for a K-6 learning platform

By Jorge Simões, Rebeca P. Díaz Redondo, Ana Fernández Vilas. Computers in Human Behavior, 2013

830 citations recorded by the source corpus.

As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people's motivation and engagement. The research in progress will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfil these objectives, this paper presents the guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment.

Subfields: Computer Science Applications, Developmental and Educational Psychology, Sociology and Political Science

View Paper: https://www.semanticscholar.org/paper/1e0e0369f8d5921c23c38a4d1e4df06448f3e998

How researchers see this paper

The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.

In Computer Science Applications

  1. Raed S. Alsawaier
  2. Carlos Delgado Kloos
  3. Jodi Asbell-Clarke
  4. María-Blanca Ibáñez-Espiga
  5. Juho Hamari
  6. David J. Shernoff
  7. Angela Di Serio
  8. Kai Huotari

In Developmental and Educational Psychology

  1. Kai Huotari
  2. Jodi Asbell-Clarke
  3. Brianno D. Coller
  4. Teon Edwards
  5. Elizabeth Rowe
  6. David J. Shernoff
  7. Seiji Isotani
  8. Raed S. Alsawaier

In Sociology and Political Science

  1. Juho Hamari
  2. Kai Huotari
  3. Jodi Asbell-Clarke
  4. Brianno D. Coller
  5. David J. Shernoff
  6. Teon Edwards
  7. Elizabeth Rowe
  8. Raed S. Alsawaier

Citations in the corpus