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The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]
Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...
In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
Learning Through Transmedia Storytelling (January, 2014) with Marc Ramos [16] Gronstedt wrote two chapters in The Handbook of Strategic Public Relations and Integrated Marketing Communications , Second Edition, [ 17 ] and one chapter in Karl Kapp's The Gamification of Learning and Instruction Fieldbook: Ideas into Practice .
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English: PDF version of the Learning Theories Wikibook. This file was created with MediaWiki to LaTeX . The LaTeX source code is attached to the PDF file (see imprint).
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