Abstract
Today's schools face major problems around student motivation and engagement. Gamification, or the
incorporation of game elements into non-game settings, provides an opportunity to help schools solve these
difficult problems. However, if gamification is to be of use to schools, we must better understand what
gamification is, how it functions, and why it might be useful. This article addresses all three questions – what,
how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.
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