J. Lee, и J. Hammer. Academic Exchange Quarterly, 15 (2):
2(2011)
Аннотация
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.
%0 Journal Article
%1 lee2011gamification
%A Lee, Joey J
%A Hammer, Jessica
%D 2011
%J Academic Exchange Quarterly
%K design education game gamification gee haifa-games-course learning principles
%N 2
%P 2
%T Gamification in Education: What, How, Why Bother?
%U http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf
%V 15
%X 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.
@article{lee2011gamification,
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.},
added-at = {2011-05-20T17:28:14.000+0200},
author = {Lee, Joey J and Hammer, Jessica},
biburl = {https://www.bibsonomy.org/bibtex/219067cc61091509b3d2e81fd230a2330/yish},
interhash = {e5826687e7714ca9930e34e6335cc8ae},
intrahash = {19067cc61091509b3d2e81fd230a2330},
journal = {Academic Exchange Quarterly},
keywords = {design education game gamification gee haifa-games-course learning principles},
number = 2,
pages = 2,
timestamp = {2011-05-20T17:28:14.000+0200},
title = {Gamification in Education: What, How, Why Bother?},
url = {http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf},
volume = 15,
year = 2011
}