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 |