Exploring Gamification in Digital Learning Environments

dc.contributor.corporatenameKassel, Universität Kassel, Fachbereich Elektrotechnik / Informatikger
dc.contributor.refereeLeimeister, Jan Marco (Prof. Dr.)
dc.contributor.refereeBretschneider, Ulrich (Prof. Dr.)
dc.date.accessioned2021-01-06T13:30:26Z
dc.date.available2021-01-06T13:30:26Z
dc.date.issued2020
dc.descriptionZugleich: Dissertation, Universität Kassel, 2020ger
dc.identifierdoi:10.17170/kobra-202010051886
dc.identifier.isbn978-3-7376-0834-3 (e-book)
dc.identifier.urihttp://hdl.handle.net/123456789/12388
dc.language.isoengeng
dc.publisherkassel university press
dc.publisher.placeKassel
dc.relation.isbn978-3-7376-0835-0 (print)
dc.rightsNamensnennung - Weitergabe unter gleichen Bedingungen 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-sa/4.0/*
dc.subjectgamificationeng
dc.subjectdigital learningeng
dc.subjectgamified learningeng
dc.subjectgamification elementseng
dc.subject.ddc004
dc.subject.ddc370
dc.subject.swdGamificationger
dc.subject.swdLernspielger
dc.subject.swdComputerunterstütztes Lernenger
dc.titleExploring Gamification in Digital Learning Environmentseng
dc.title.subtitleConceptual and Empirical Foundations for Gamification Designseng
dc.typeBuch
dc.type.versionpublishedVersion
dcterms.abstractGamification 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.accessRightsopen access
dcterms.creatorSchöbel, Sofia Marlena
dcterms.dateAccepted2020-02-19
dcterms.extentXXXII, 28-310 Seiten
dcterms.isPartOfResearch on IT / Service / Innovation / Collaboration ;; Band 20ger
dcterms.source.seriesResearch on IT / Service / Innovation / Collaborationger
dcterms.source.volumeBand 20ger
kup.bindingSoftcover
kup.institutionFB 16 / Elektrotechnik / Informatik
kup.iskuptrue
kup.orderhttps://www.genialokal.de/Produkt/Sofia-Schoebel/Exploring-Gamification-in-Digital-Learning-Environments_lid_45515459.html
kup.price39,00
kup.seriesResearch on IT / Service / Innovation / Collaboration
kup.sizeDIN A5
kup.subjectNaturwissenschaft, Technik, Informatik, Medizin
kup.typDissertation

Files

Original bundle

Now showing 1 - 2 of 2
Thumbnail Image
Name:
kup_9783737608343.pdf
Size:
5.97 MB
Format:
Adobe Portable Document Format
Description:
No Thumbnail Available
Name:
orig_9783737608343.pdf
Size:
5.83 MB
Format:
Adobe Portable Document Format
Description:

License bundle

Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
3.03 KB
Format:
Item-specific license agreed upon to submission
Description: