Gamification

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dc.contributor.author Kriel, Dennis
dc.date.accessioned 2015-11-26T12:20:07Z
dc.date.available 2015-11-26T12:20:07Z
dc.date.issued 2015
dc.description Book chapter : 'Gamification' in Kilfoil, W.R. (Ed.). (2015). Moving beyond the hype : a contextualised view of learning with technology in higher education. Pretoria : Universities South Africa. en_ZA
dc.description.abstract One needs to make a distinction between the use of games in education and gamification. Games are common ways of passing the time and having fun. Gamification is more about using the elements of games that motivate people, and applying them to educational experiences. These elements can take many different forms, from short activities done in a face-to-face setting to large, open-ended digital experiences that are technology driven. en_ZA
dc.description.librarian hb2015 en_ZA
dc.identifier.citation Kriel, D 2015, 'Gamification' in Kilfoil, W.R. (Ed.). (2015). Moving beyond the hype : a contextualised view of learning with technology in higher education. Pretoria : Universities South Africa. en_ZA
dc.identifier.isbn 978-0-620-67501-7
dc.identifier.uri http://hdl.handle.net/2263/50952
dc.language.iso en en_ZA
dc.publisher Universities South Africa en_ZA
dc.rights © 2015, Universities South Africa. Permission is granted under a Creative Commons Attribution 4.0 International Licence (CC BY) to replicate, copy, distribute, transmit or adapt this report freely, provided that attribution is provided as illustrated in the citation below. To view a copy of this licence, visit creativecommons. org/licenses/by/4.0. en_ZA
dc.subject Games en_ZA
dc.subject Education en_ZA
dc.subject Gamification en_ZA
dc.subject Motivate en_ZA
dc.subject Educational experiences en_ZA
dc.title Gamification en_ZA
dc.type Book chapter en_ZA


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