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What is Gamefulness

New Technological Applications for Foreign and Second Language Learning and Teaching
The experiential and behavioral quality of a game.
Published in Chapter:
Gamification for Technology-Enhanced Language Teaching and Learning
Joan-Tomàs Pujolà (Universitat de Barcelona, Spain) and Christine Appel (Universitat Oberta de Catalunya, Spain)
DOI: 10.4018/978-1-7998-2591-3.ch005
Abstract
This chapter explores gamification as an innovative pedagogical strategy in language learning with the use of technology. The authors examine the construct of gamification, arguing for the need of a clear definition as many authors use various terms interchangeably. The dynamics, mechanics, and components to conform a gamified learning experience are presented. The chapter describes current research and teaching experiences on gamification and technology-enhanced teaching and learning. Two approaches are identified: the use or design of gamified apps and gamified learning experiences designed entirely by teachers and implemented with the help of different technologies. Some tools and platforms for gamification are discussed and recommendations on how to implement a successful gamified teaching intervention are provided. Two approaches to researching gamification are also proposed.
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More Results
Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion
Is the characteristic of an activity that imbues it with the spirit of playing a game, promoting a level of abstraction from the context the player is in and giving them focus to interact with and achieve the goals of the game with a positive emotional state. Gameful players are not filled with fear of losing the game, they are excited to achieve the goals and develop the skills they need to win the game.
Full Text Chapter Download: US $37.50 Add to Cart
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