M. Musa. INTERNATIONAL JOURNAL OF TREND IN SCIENTIFIC RESEARCH AND DEVELOPMENT, 6 (7):
738-744(Januar 2023)
Zusammenfassung
Gamification is the use of game based elements such as point scoring, implementation of goals, and competition and game principals in non game contexts. It is the application of elements of video games, game thinking, and game mechanics to help solve everyday real life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications. Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M. Musa "Gamification in Education: An Overview" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52425.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
%0 Journal Article
%1 noauthororeditor
%A Musa, Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M.
%D 2023
%J INTERNATIONAL JOURNAL OF TREND IN SCIENTIFIC RESEARCH AND DEVELOPMENT
%K education games gamification learning
%N 7
%P 738-744
%T Gamification in Education An Overview
%U https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
%V 6
%X Gamification is the use of game based elements such as point scoring, implementation of goals, and competition and game principals in non game contexts. It is the application of elements of video games, game thinking, and game mechanics to help solve everyday real life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications. Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M. Musa "Gamification in Education: An Overview" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52425.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
@article{noauthororeditor,
abstract = {Gamification is the use of game based elements such as point scoring, implementation of goals, and competition and game principals in non game contexts. It is the application of elements of video games, game thinking, and game mechanics to help solve everyday real life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications. Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M. Musa "Gamification in Education: An Overview" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52425.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
},
added-at = {2023-01-10T10:20:10.000+0100},
author = {Musa, Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M.},
biburl = {https://www.bibsonomy.org/bibtex/275412b67e203d806c38620fc067432d3/ijtsrd},
interhash = {fd7ec8586f87356ea2540f7e3c698de4},
intrahash = {75412b67e203d806c38620fc067432d3},
issn = {2456-6470},
journal = {INTERNATIONAL JOURNAL OF TREND IN SCIENTIFIC RESEARCH AND DEVELOPMENT},
keywords = {education games gamification learning},
language = {english},
month = jan,
number = 7,
pages = {738-744},
timestamp = {2023-01-10T10:20:10.000+0100},
title = {Gamification in Education An Overview
},
url = {https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku},
volume = 6,
year = 2023
}