Exploring Gamification in Digital Learning Environments
dc.contributor.corporatename | Kassel, Universität Kassel, Fachbereich Elektrotechnik / Informatik | ger |
dc.contributor.referee | Leimeister, Jan Marco (Prof. Dr.) | |
dc.contributor.referee | Bretschneider, Ulrich (Prof. Dr.) | |
dc.date.accessioned | 2021-01-06T13:30:26Z | |
dc.date.available | 2021-01-06T13:30:26Z | |
dc.date.issued | 2020 | |
dc.description | Zugleich: Dissertation, Universität Kassel, 2020 | ger |
dc.identifier | doi:10.17170/kobra-202010051886 | |
dc.identifier.isbn | 978-3-7376-0834-3 (e-book) | |
dc.identifier.uri | http://hdl.handle.net/123456789/12388 | |
dc.language.iso | eng | eng |
dc.publisher | kassel university press | |
dc.publisher.place | Kassel | |
dc.relation.isbn | 978-3-7376-0835-0 (print) | |
dc.rights | Namensnennung - Weitergabe unter gleichen Bedingungen 4.0 International | * |
dc.rights.uri | http://creativecommons.org/licenses/by-sa/4.0/ | * |
dc.subject | gamification | eng |
dc.subject | digital learning | eng |
dc.subject | gamified learning | eng |
dc.subject | gamification elements | eng |
dc.subject.ddc | 004 | |
dc.subject.ddc | 370 | |
dc.subject.swd | Gamification | ger |
dc.subject.swd | Lernspiel | ger |
dc.subject.swd | Computerunterstütztes Lernen | ger |
dc.title | Exploring Gamification in Digital Learning Environments | eng |
dc.title.subtitle | Conceptual and Empirical Foundations for Gamification Designs | eng |
dc.type | Buch | |
dc.type.version | publishedVersion | |
dcterms.abstract | Gamification is about using gamification elements in contexts such as digital learning and aims to motivate and engage users to change their behavior. So far, gamification has been proven as effective concept to support learners in achieving better learning outcomes. However, challenges remain about how to design gamification concepts to make them more meaningful and relevant for learners. Sofia Schöbel presents approaches and concepts about how to design and consider gamification for digital learning solutions. The empirical evaluations demonstrate, that designing effective gamification concepts is more than just selecting a bundle of elements. It is about adapting selected gamification elements to a specific context and the needs of a target group. The book targets researchers, lecturers, and students in information systems, business administration and educational technology. The book provides insights for practitioners concerned with the development of gamification concepts for digital learning solutions. | eng |
dcterms.accessRights | open access | |
dcterms.creator | Schöbel, Sofia Marlena | |
dcterms.dateAccepted | 2020-02-19 | |
dcterms.extent | XXXII, 28-310 Seiten | |
dcterms.isPartOf | Research on IT / Service / Innovation / Collaboration ;; Band 20 | ger |
dcterms.source.series | Research on IT / Service / Innovation / Collaboration | ger |
dcterms.source.volume | Band 20 | ger |
kup.binding | Softcover | |
kup.institution | FB 16 / Elektrotechnik / Informatik | |
kup.iskup | true | |
kup.order | https://www.genialokal.de/Produkt/Sofia-Schoebel/Exploring-Gamification-in-Digital-Learning-Environments_lid_45515459.html | |
kup.price | 39,00 | |
kup.series | Research on IT / Service / Innovation / Collaboration | |
kup.size | DIN A5 | |
kup.subject | Naturwissenschaft, Technik, Informatik, Medizin | |
kup.typ | Dissertation |
Files
License bundle
1 - 1 of 1
No Thumbnail Available
- Name:
- license.txt
- Size:
- 3.03 KB
- Format:
- Item-specific license agreed upon to submission
- Description: