Abstract
Human behavior is very much based on motivation. For decades, researchers have been trying to describe motives in biological terms, or physiological ones, while others are emphasizing on their cognitive aspect in people’s behavior and hence in learning. Motivation and learning can affect one another. Contemporary research recognizes the importance of prompting students to engage in learning activities by creating links between what they already know and what they are asked to learn, creating meaning through game-like experiences. The most positive element of playful activities is the child’s engagement, as games give pleasure, motives, and excitement. Researchers and educators have also found the interest of students with special educational needs for digital games, and they are looking for alternative ways of teaching complex skills to solve problems. This chapter focuses on the role of incentives in the new educational environments, which are flooded by cutting-edge technology, and the value of the gamification in learning process. Students with different learning styles, interests, motivations, and cultural background coexist in classrooms, and the multisensory approach supported by technology seems to serve the principles of differentiated instruction, providing teachers with the opportunity to adapt the process to the needs of each child.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Ackermann, E. (2001). Piaget’s constructivism, Papert’s constructionism: What’s the difference. Future of Learning Group Publication, 5(3), 438.
Algozzine, B., & Anderson, K. M. (2007). Tips for teaching: Differentiating instruction to include all students. Preventing School Failure: Alternative Education for Children and Youth, 51(3), 49–54. https://doi.org/10.3200/PSFL.51.3.49-54
Amar, S., & David, N. B. (2017). Future Learning Environments for Tomorrow’s Schools. European Scientific Journal, ESJ, 13(12), 385–398.
Anderson, M., & Osborn, G. (2009). A Guide to the Early and Middle Dialogues. (pp. 205–219). http://campus.belmont.edu/philosophy/Book.pdf. Accessed 28 Mar 2018.
Annetta, L. A. (2010). “The “I’s” have it: A framework for serious educational game design”: Correction to Annetta (2010). Review of General Psychology, 14(3), 250. https://doi.org/10.1037/a0020505
Balducci, F., & Grana, C. (2017, June). Affective classification of gaming activities coming from RPG gaming sessions. In International Conference on Technologies for E-Learning and Digital Entertainment (pp. 93–100). Cham, Switzerland: Springer. https://doi.org/10.1007/978-3-319-65849-0_11.
Barlow, J. P. (1996). A Declaration of the Independence of Cyberspace. Humanist. https://doi.org/10.5860/CHOICE.48-1189
Bennett, S., Maton, K., & Kervin, L. (2008). The “digital natives” debate: A critical review of the evidence. British Journal of Educational Technology, 39(5), 775–786. https://doi.org/10.1111/j.1467-8535.2007.00793.x
Bevan, N. (2001). International standards for HCI and usability. International Journal of Human-Computer Studies, 55(4), 533–552. Retrieved from http://nigelbevan.com/papers/HCI-Usability_standards.pdf. Accessed 28 Mar 2018.
Bevan, N. (2006). International standards for HCI. In Encyclopedia of Human Computer Interaction. Retrieved from http://nigelbevan.com/papers/International_standards_HCI.pdf. Accessed 28 Mar 2018.
Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education, 67, 21–35. https://doi.org/10.1016/j.compedu.2013.02.010
Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28(3), 771–780. https://doi.org/10.1016/j.chb.2011.11.020
Bransford, J. D., Brown, A., & Cocking, R. (1999). How people learn: Mind, brain, experience, and school. Washington, DC: National Research Council. https://doi.org/10.17226/9853
Brophy, J. (2004). Motivating students to learn (2nd ed.). Mahwah, NJ: Lawrence Erlbaum.
Caillois, R. (2001). Man, Play, and Games. Urbana/Chicago: University of Illinois Press. Retrieved from http://voidnetwork.gr/wp-content/uploads/2016/09/Man-Play-and-Games-by-Roger-Caillois.pdf. Accessed 28 Mar 2018.
Covaci, A., Ghinea, G., Lin, C. H., Huang, S. H., & Shih, J. L. (2018). Multisensory games-based learning-lessons learnt from olfactory enhancement of a digital board game. Multimedia Tools and Applications, 1–19.
Csikszentmihalyi, M. (2014). Flow and the Foundations of Positive Psychology: The Collected Works of Mihaly Csikszentmihalyi. Dordrecht, The Netherlands: Springer. https://doi.org/10.1007/978-94-017-9088-8
Daniela, L., Rubene, Z., & Goba, L., (2018). Digital learning materials and educational technologies in schools in Latvia. In Overview of the situation (pp. 9558–9559)//12th International Technology, Education and Development Conference (INTED 2018) (pp. 9549–9559), 5–7 March, 2018, Conference Proceedings Valencia: IATED Academy, Valencia, Spain. ISBN 9788469794807. ISSN 2340-1079.
De Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. Retrieved from http://researchrepository.murdoch.edu.au/id/eprint/35774/1/gamingreport_v3.pdf. Accessed 28 Mar 2018.
De Houwer, J., Barnes-Holmes, D., & Moors, A. (2013). What is learning? On the nature and merits of a functional definition of learning. Psychonomic Bulletin & Review, 20(4), 631–642. https://doi.org/10.3758/s13423-013-0386-3
Dede, C. (2008). Theoretical perspectives influencing the use of information technology in teaching and learning. In International handbook of information technology in primary and secondary education (pp. 43–62). Boston: Springer. https://doi.org/10.1007/978-0-387-73315-9_3
Deliyannis, I. (2007). Diadrastiká polimésa kai psiphiakí tekhnoloyía stis tékhnes [Interactive Multimedia and Digital Technology in the Arts], (Vol. 2): Fagotto Books.
Deliyannis, Ι., & Honorato, D. (2016). Developing Augmented Reality Applications Using Branded Authoring Environments. In I. Deliyannis, P. Kostagiolas, & C. Banou (Eds.), Experimental multimedia systems for interactivity and strategic innovation (pp. 73–101). Hershey, PA: IGI Global. https://doi.org/10.4018/978-1-4666-8659-5.ch004
Deliyannis, Ι., & Papadopoulou, Ε. (2016). Creating Innovative Cultural Heritage Experiences Using Adaptive Game-Based Augmented-Reality and Web Technologies. American Journal of Arts and Design, 1(1), 8–14. https://doi.org/10.11648/j.ajad.20160101.12
Deliyannis, Ι., & Papaioannou, G. (2017). Combining Interaction Design and Gaming Technologies for the Development of Interactive Archaeological Content Presentation Systems. International Journal of Advancements in Technology, 8(1), 1–5. https://doi.org/10.4172/0976-4860.1000178
Demetriou, A., Spanoudis, G., & Mouyi, A. (2011). Educating the developing mind: Towards an overarching paradigm. Educational Psychology Review, 23(4), 601–663. https://doi.org/10.1007/s10648-011-9178-3
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040.
Dix, A., Finlay, J., Abowd, G., & Beale, R. (2004). Epikinonía Anthrópou-Ipoloyistí. Athína: Gkioúrdas. [Human Computer Interaction].Αθήνα: Γκιούρδας. ISBN:978-960-512-503-5.
Driscoll, M. P. (2002). How people learn and what technology might have to do with it. https://files.eric.ed.gov/fulltext/ED470032.pdf. Accessed 08 Mar 2018.
Ertmer, P. A., & Newby, T. J. (2013). Behaviorism, Cognitivism, Constructivism: Comparing Critical Features From an Instructional Design Perspective. Performance Improvement Quarterly, 26(2), 43–71. https://doi.org/10.1111/j.1937-8327.1993.tb00605.x
Federoff, M. A. (2002). Heuristics and Usability Guidelines for the Creation and Evaluation of Fun in Video Games. Indiana University. (Master’s thesis). Indiana University. Available from CiteSeerX database. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.89.8294&rep=rep1&type=pdf. Accessed 28 Mar 2018.
Fields, D. (1996). The Impact of Gagne’s Theories on Practice. Retrieved from https://files.eric.ed.gov/fulltext/ED397794.pdf. Accessed 28 Mar 2018.
Fogg, B. J. (2009, April). A behavior model for persuasive design. In Proceedings of the 4th International Conference on Persuasive Technology (p. 40). ACM. https://doi.org/10.1145/1541948.1541999.
Fokides, E. (2017). Students learning to program by developing games: Results of a year-long project in primary school settings. Journal of Information Technology Education: Research, 16, 475–505. https://doi.org/10.28945/3893
Fokides, E. (2018). Teaching basic programming concepts to young primary school students using tablets: Results of a pilot project. International Journal of Mobile and Blended Learning, 10(1), 34–47. https://doi.org/10.4018/ijmbl.2018010103
Fokides, E., Kaimara, P., Deliyannis, I., & Atsikpasi, P. (2018, June 1–2). Development of a scale for measuring the learning experience in serious games. Preliminary results. In International Conference on Digital Culture & AudioVisual Challenges, Department of Audio & Visual Arts, Ionian University, Corfu, in press.
Fokides, E., & Tsolakidis, K. (2013). I ikonikí pragmatikótita stin ekpaídefsi. Sto S. Alivízos & K. Vratsális (Epim.), Paidagoyikí axiopíisi ton néon méson stin ekpaideftikí diadikasía (ss.185–204). Athína: Íon [The virtual reality in education. In S. Aliivos & K. Vratsalis (Eds.), Pedagogical exploitation of new media in the educational process (pp. 185–204). Athens: Ion]. Retrieved from http://opensimserver.aegean.gr/publications/2013_chapter_GR_Fokides_Tsolakidis.pdf. Accessed 28 Mar 2018.
Gagne, R., Briggs, L., & Wager, W. (1992). Principles of Instructional Design (4th ed.). Fort Worth, TX: HBJ College Publishers.
Gkyrtis, K., Gelastopoulou, M., & Kourbetis, V. (2018). Universally Designed Educational Material for Students with and without Disabilities: Would Its Development Be Possible without the Contribution of IT Applications? European Journal of Engineering Research and Science, (CIE), 50–55. https://doi.org/10.24018/ejers.2018.0.cie.644.
Gros, B. (2016). The design of smart educational environments. Smart Learning Environments, 3(1), 15. https://doi.org/10.1186/s40561-016-0039-x
Gunter, G., Kenny, R. F., & Vick, E. H. (2006). A case for a formal design paradigm for serious games. The Journal of the International Digital Media and Arts Association, 3(1), 93–105.
Halawi, L. A., McCarthy, R. V., & Pires, S. (2009). An evaluation of e-learning on the basis of Bloom’s taxonomy: An exploratory study. Journal of Education for Business, 84(6), 374–380. https://doi.org/10.3200/joeb.84.6.374-380
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work? – A literature review of empirical studies on gamification. In System Sciences (HICSS), 2014 47th Hawaii International Conference on (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377.
Huang, W. H. Y., & Soman, D. (2013). Gamification of education. (Research report series: Behavioural economics in action). Toronto, ON: Rotman School of Management, University of Toronto.
Hull, C. L. (1943). Principles of behavior: An introduction to behavior theory. Retrieved from http://s-f-walker.org.uk/pubsebooks/pdfs/Principles%20of%20Behavior%20-%20Clark%20Hull.pdf. Accessed 28 Mar 2018.
Jensen, E. (2005). Teaching with the Brain in Mind, Revised 2nd Edition by the Association for Supervision and Curriculum Development (ASCD). Retrieved from https://titleiidgrants.wikispaces.com/file/view/Teaching+with+the+Brain+in+Mind,+2nd+ed.,+Rev.+and+Updated..pdf.pdf. Accessed 28 Mar 2018.
Jewitt, C., Kress, G., Ogborn, J., & Tsatsarelis, C. (2001). Exploring learning through visual, actional and linguistic communication: The multimodal environment of a science classroom. Educational Review, 53(1), 5–18. https://doi.org/10.1080/00131910123753
Jimoyiannis, A. (2010). Developing a technological pedagogical content knowledge framework for science education: Implications of a teacher trainers’ preparation program. In Proceedings of Informing Science & IT Education Conference (InSITE) (Vol. 10, pp. 597–607). Tampa, FL: InSITE. https://doi.org/10.28945/1277.
Jonassen, D. H. (1994). Technology as cognitive tools: Learners as designers. ITForum Paper, 1, 67–80. Retrieved from http://tecfa.unige.ch/tecfa/maltt/cofor-1/textes/jonassen_2005_cognitive_tools.pdf. Accessed 28 Mar 2018.
Kafai, Y. B. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture, 1(1), 36–40. https://doi.org/10.1177/1555412005281767
Kafai, Y. B., & Burke, Q. (2015). Constructionist gaming: Understanding the benefits of making games for learning. Educational Psychologist, 50(4), 313–334. https://doi.org/10.1080/00461520.2015.1124022
Kaimara, P., Deliyannis, I., Oikonomou, A., & Aggelakos K. (2018). Διαδραστικά πολυμέσα και ψηφιακά παιχνίδια στο πλευρό της συνεκπαίδευσης. Στο Παιδί και Πληροφορία: Αναζητήσεις και Προσεγγίσεις Ιστορίας, Δικαίου – Δεοντολογίας, Πολιτισμού, σελ. 310–322, Επιστημονική επιμέλεια: Μαρία Κανελλοπούλου-Μπότη. Εκδόσεις Οσελότος. ISBN 978-960-564-609-7. [Interactive multimedia and digital games by the side of inclusive education. In M. Kanellopoulou-Boti (Ed.), Child and information: Searches on history, regulation, culture (pp. 310–322). Ocelotos Publications. ISBN 978-960-564-609-7].
Kaimara, P., Deliyannis, I., Oikonomou, A., Papadopoulou, A. & Fokides E. (2018). Smart Education: The digital game as motive for learning. Paper presented at 2nd International Experiential Conference on Applied Teaching “Teaching Trends and Challenges in Contemporary Learning Environments” April 27–29, 2018, Drama-Greece (Proceedings in press)
Kaimara, P. Kokkinomilioti, E., Sdrolia, M., Deliyannis, I., Oikonomou, A. & Aggelakos, K. (2018). Anaptíssontas éna diadrastikó poliaisthitiriakó sístima epafximénis pragmatikótitas kai paikhnidikó senário yia tin parousíasi istorikoú periekhoménou se paidiá me idikés mathisiakés diskolíes. Sto Paidí kai Plirophoría: Anazitísis kai Prosengísis Istorías, Dikaíou-Deontoloyías, Politismoú, sel. 484-497, Epistimonikí epimélia: María Kanellopoúlou-Mpóti. Ekdósis Oselótos. ISBN 978-960-564-609-7. [Developing an interactive multisensory platform of augmented reality and game scenario for the presentation of historical content on children with special learning difficulties. In M., Kanellopoulou-Boti (Eds) Child and Information: Searches on History, Regulation, Culture, pp. 484–497, Ocelotos Publications. ISBN 978-960-564-609-7].
Kaimara, P., Renessi, E., Papadoloulos, S., Deliyannis, I., & Dimitra, A. (2018, October 6–8). Fairy tale meets ICT’s: Vitalizing professions of the past. In Proceedings of the 3rd International Conference in Creative Writing, Corfu, in press.
Kalantzis, Μ., Cope, Β., & Arvanitis, Ε. (2011). «O Ekpaideftikós os Skhediastís: I Paidagoyikí stin Epokhí ton Néon Psiphiakón Méson», Praktiká IG΄ Diethnoús Sinedríou tis Paidagoyikís Etairías: Analitiká Prográmmata kai Skholiká Enkhirídia: Ellinikí Pragmatikótita kai Diethnís Empiría, 20–22 Noemvríou 2009, Yiánnena, sel. 27–58. [The educator as designer: Pedagogy in the era of new digital media. In Proceedings ΧΙΙΙ of the International Conference of Educational Society: Curriculums and School Books: Greek Reality and International Experience (pp. 27–58). 20–22 of November 2009, Ioannina]. Retrieved from http://neamathisi.com/_uploads/LBDpaidagogikETAIREIA8march.pdf. Accessed 24 Mar 2017.
Kalyvioti, K., & Mikropoulos, T. A. (2014). Virtual environments and dyslexia: A literature review. Procedia Computer Science, 27, 138–147. https://doi.org/10.1016/j.procs.2014.02.017
Keller, J. M. (1987). Development and use of the ARCS model of motivational design. Journal of Instructional Development, 10(3), 2–10. https://doi.org/10.1007/BF02905780
Keller, J. M. (2008a). First principles of motivation to learn and e3-learning. Distance Education, 29(2), 175–185. https://doi.org/10.1080/01587910802154970
Keller, J. M. (2008b). An integrative theory of motivation, volition, and performance. Technology, Instruction, Cognition, and Learning, 6(2), 79–104. Retrieved from http://terrikrause.com/Content/documents/Keller2008IntegrativeTheory.pdf. Accessed 28 Mar 2018.
Keller, J. M. (2010). Five fundamental requirements for motivation and volition in technology-assisted distributed learning environments. Revista Inter Ação, 35(2), 305–322. https://doi.org/10.5216/ia.v35i2.12668
Kim, T., Cho, J. Y., & Lee, B. G. (2013). Evolution to smart learning in public education: A case study of Korean public education. In Open and social technologies for networked learning (pp. 170–178). Berlin/Heidelberg, Germany: Springer. https://doi.org/10.1007/978-3-642-37285-8_18
Kolb, A. Y., & Kolb, D. A. (2005). Learning styles and learning spaces: Enhancing experiential learning in higher education. Academy of Management Learning & Education, 4(2), 193–212. https://doi.org/10.5465/amle.2005.17268566
Kolodner, J. L., Crismond, D., Gray, J., Holbrook, J., & Puntambekar, S. (1998). Learning by design from theory to practice. In Proceedings of the International Conference of the Learning Sciences (Vol. 98, pp. 16–22).
Kolodner, J. L., Hmelo, C. E., & Narayanan, N. H. (1996). Problem-based learning meets case-based reasoning. In Proceedings of the 1996 International Conference on Learning Sciences (pp. 188–195). International Society of the Learning Sciences.
Kop, R., & Hill, A. (2008). Connectivism: Learning theory of the future or vestige of the past? The International Review of Research in Open and Distributed Learning, 9(3). https://doi.org/10.19173/irrodl.v9i3.523
Kostaridou-Eflkides. (1999). Psikholoyía kinítron. Athína: Elliniká Grámmata. [Motivation psychology. Athens: Ellinika Grammata].
Kropp, R. P., Stoker, H. W. & Bashaw, W. L. (1966). The construction and validation of tests of the cognitive processes described in the “Taxonomy of educational objectives” (Cooperative Research Project No. 2117). Institute of Human Learning and Department of Educational Research and Testing, Florida State University, 1966.
Legg, S., & Hutter, M. (2007). A collection of definitions of intelligence. Frontiers in Artificial Intelligence and Applications, 157, 17.
Liu, M., Toprac, P., & Yuen, T. T. (2011). What factors make a multimedia learning environment engaging. In Instructional design: Concepts, methodologies, tools and applications (pp. 51–70). IGI Global. https://doi.org/10.4018/978-1-60960-503-2.ch106
Lygkiaris, M. & Deliyannis, I. (2017). Anáptixi Paikhnidión: Skhediasmós Diadrastikís Aphíyisis Theoríes, Tásis kai Paradígmata. Ergastírio Diadrastikón Tekhnón, inArts, Tmíma Tekhnón Íkhou & Ikónas, Iónio Panepistímio. Fagottobooks, ISBN: 978-960-6685-75-0 [Game development: Designing interactive narrative theories, trends and examples. Interactive Arts Laboratory, inArts, Department of Audio & Visual Arts, Ionian University. Fagottobooks, ISBN: 978-960-6685-75-0].
Mackrell, K., & Pratt, D. (2017). Constructionism and the space of reasons. Mathematics Education Research Journal, 29(4), 419–435. https://doi.org/10.1007/s13394-017-0194-6
Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow, & M. J. Farr (Eds.), Aptitude, learning and instruction (Vol. 3: Cognitive and affective process analysis, pp. 223–253). New York: Erlbaum.
Männikkö, N. (2017). Problematic gaming behavior among adolescents and young adults (Relationship between gaming behavior and health). Oulu, Finland: University of Oulu, Graduate School, Faculty of Medicine. ISSN 1796-2234.
Mayer, R. E., & Estrella, G. (2014). Benefits of emotional design in multimedia instruction. Learning and Instruction, 33, 12–18. https://doi.org/10.1016/j.learninstruc.2014.02.004
Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning. Educational Psychologist, 38(1), 43–52. https://doi.org/10.1207/s15326985ep3801_6
Mechlova, E., & Malcik, M. (2012). ICT in changes of learning theories. In 2012 IEEE 10th International Conference on Emerging eLearning Technologies and Applications (ICETA) (pp. 253–262). Stara Lesna. https://doi.org/10.1109/iceta.2012.6418326.
Merrill, M. D. (2007). A task-centered instructional strategy. Journal of Research on Technology in Education, 40(1), 5–22. https://doi.org/10.1080/15391523.2007.10782493
Merrill, M. D. (2008). Converting e3-learning to e3-learning: An alternative instructional design method. The e-Learning handbook: A comprehensive guide to online learning, 359–400. Retrieved from http://m.firstprinciplesofinstruction.com/Papers/Converting_e3_learning.pdf. Accessed 28 Mar 2018.
Merrill, M. D. (2009). Finding e3 (effective, efficient and engaging) instruction. Educational Technology, 49(3), 15–26. Retrieved from http://mdavidmerrill.com/Papers/Finding_e3_instruction_EdTech[Final].pdf. Accessed 23 Mar 2018.
Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054. http://www.sciencetonic.de/media/015_digimedia/015_tpack/LIT_105_Mishra_Koehler_TPACK_Modell_2006.pdf. Accessed 23 Mar 2018.
Nacke, L., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., Hoogen, W. M., et al. (2009). Playability and player experience research. In Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. DiGRA. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/09287.44170.pdf. Accessed 23 Mar 2018.
Nincarean, D., Alia, M. B., Halim, N. D. A., & Rahman, M. H. A. (2013). Mobile augmented reality: The potential for education. Procedia-Social and Behavioral Sciences, 103, 657–664. https://doi.org/10.1016/j.sbspro.2013.10.385
Oblinger, D., Oblinger, J. L., & Lippincott, J. K. (2005). Educating the net generation. Boulder, CO: EDUCAUSE, c2005. Retrieved from http://digitalcommons.brockport.edu/bookshelf/272. Accessed 23 Mar 2018.
Palaus, M., Marron, E. M., Viejo-Sobera, R., & Redolar-Ripoll, D. (2017). Neural basis of video gaming: A systematic review. Frontiers in Human Neuroscience, 11, 248. https://doi.org/10.3389/fnhum.2017.00248
Papert, S. (1984). New theories for new learnings. Cambridge, MA: Massachusetts Institute of Technology, Media Laboratory, Epistemology and Learning Group.
Papert, S., & Harel, I. (1991). Situating constructionism. Construction, 36(2), 1–11.
Park, B., Plass, J. L., & Brünken, R. (2014). Cognitive and affective processes in multimedia learning. Learning and Instruction, 29, 125–127. https://doi.org/10.1016/j.learninstruc.2013.05.005
Phan, M. H., Keebler, J. R., & Chaparro, B. S. (2016). The development and validation of the Game User Experience Satisfaction Scale (GUESS). Human Factors, 58(8), 1217–1247. https://doi.org/10.1177/0018720816669646
Piaget, J. (2005). Language and Thought of the Child: Selected Works vol 5. Routledge.
Pintrich, P. R. (1988). A process-oriented view of student motivation and cognition. New Directions for Institutional Research, 1988(57), 65–79. https://doi.org/10.1002/ir.37019885707
Pivec, M., Dziabenko, O., & Schinnerl, I. (2003, July). Aspects of game-based learning. In 3rd International Conference on Knowledge Management (pp. 216–225). Graz, Austria.
Prensky, M. (2003, October). Digital Game-Based Learning. ACM Computers in Entertainment, 1(1). https://doi.org/10.1145/950566.950596
Prensky, M. (2006). Digital Natives, Digital Immigrants: Origins of Terms. http://www.marcprensky.com/blog/archives/000045.html. Accessed 15 Mar 2018.
Prensky, M. (2009). Máthisi vasisméni sto psiphiakó paikhnídi. Arkhés, dinatótites kai paradígmata epharmoyís stin ekpaídefsi kai tin katártisi. Athína: Metaíkhmio. Greek Version of the Original: Digital Game-Based Learning.
Prensky, M., & Berry, B. D. (2001). Do they really think differently? On the Horizon, 9(6), 1–9.
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440
Robin, B. R. (2008). Digital storytelling: A powerful technology tool for the 21st century classroom. Theory Into Practice, 47(3), 220–228. https://doi.org/10.1080/00405840802153916
Rose, T. E., & Zirkel, P. (2007). Orton-Gillingham methodology for students with reading disabilities: 30 years of case law. The Journal of Special Education, 41(3), 171–185. https://doi.org/10.1177/00224669070410030301
Roussou, M. (2004). Learning by doing and learning through play: An exploration of interactivity in virtual environments for children. Computers in Entertainment (CIE), 2(1), 10. https://doi.org/10.1145/973801.973818
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary educational psychology, 25(1), 54–67. doi.org/10.1006/ceps.1999.1020
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033
Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press. Retrieved from https://gamifique.files.wordpress.com/2011/11/1-rules-of-play-game-design-fundamentals.pdf. Accessed 23 Mar 2018.
Sánchez, J. G., Zea, N. P., & Gutiérrez, F. L. (2009, August). Playability: How to identify the player experience in a video game. In IFIP Conference on Human-Computer Interaction (pp. 356–359). Berlin/Heidelberg, Germany: Springer. https://doi.org/10.1007/978-3-642-03655-2_39.
Sankey, M., Birch, D., & Gardiner, M. (2010). Engaging students through multimodal learning environments: The journey continues. In Proceedings ASCILITE 2010: 27th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education: Curriculum, Technology and Transformation for an Unknown Future (pp. 852–863). University of Queensland.
Schoenau-Fog, H. (2011, September). The Player Engagement Process-An Exploration of Continuation Desire in Digital Games. In DiGRA Conference. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/11307.06025.pdf. Accessed 28 Mar 2018.
Schunk, D. H. (2012). Learning theories: An educational perspective. Six Edition by Pearson Education, Inc.
Siemens, G. (2008). Learning and knowing in networks: Changing roles for educators and designers. ITFORUM for Discussion, pp. 1–26.
Simsek, A. (2014). Interview with John M. Keller on motivational design of instruction. Contemporary Educational Technology, 5(1), 90–95.
Skinner, B. F. (1938). The behavior of organisms: an experimental analysis. Oxford, UK: Appleton-Century. Retrieved from http://s-f-walker.org.uk/pubsebooks/pdfs/The%20Behavior%20of%20Organisms%20-%20BF%20Skinner.pdf. Accessed 28 May 2018.
Skinner, B. F. (1950). Are theories of learning necessary? Psychological Review, 57(4), 193–216. https://doi.org/10.1037/h0054367
Skinner, B. F. (1984). The shame of American education. American Psychologist, 39(9), 947–954. https://doi.org/10.1037//0003-066x.39.9.947
Spector, J. M. (2014). Conceptualizing the emerging field of smart learning environments. Smart learning environments, 1(1), 2. https://doi.org/10.1186/s40561-014-0002-7
Subban, P. (2006). Differentiated instruction: A research basis. International Education Journal, 7(7), 935–947.
Sundberg, M. L. (2013). Thirty points about motivation from Skinner’s book verbal behavior. The Analysis of Verbal Behavior, 29(1), 13–40. https://doi.org/10.1007/bf03393120
Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games: An overview (Technical Report HS-IKI-TR-07-001).
Tomlinson, C. A., Brighton, C., Hertberg, H., Callahan, C. M., Moon, T. R. B., Brimijoin, K., et al. (2003). Differentiating instruction in response to student readiness, interest, and learning profile in academically diverse classrooms: A review of literature. Journal of the Education of the Gifted, 27, 119–145. https://doi.org/10.1177/016235320302700203
Valasiadis, E., Katsadoros, G., Kakampoura, R., & Fokides, E. (2017). Project “Topognosia”: Strengthening local identity through digital games in education. In Proceedings of the International Conference on Information, Communication Technologies in Education, ICICTE 2017 (pp. 260–270). Rhodes, Greece: ICICTE.
Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. Educause Review, 41(2), 16.
Varela-Candamio, L., Enríquez-Díaz, J., & Rouco-Couzo, M. (2018). Gamification in service learning: An innovative experience. In L. Daniela & M. Lytras (Eds.), Learning strategies and constructionism in modern education settings (pp. 152–175). Hershey, PA: IGI Global ISBN (13): 9781522554301.
Vincent, J. (2006). Children writing: Multimodality and assessment in the writing classroom. Literacy, 40(1), 51–57. https://doi.org/10.1111/j.1467-9345.2006.00426.x
Vos, N., Van Der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education, 56(1), 127–137. https://doi.org/10.1016/j.compedu.2010.08.013
Vygotsky, L. S. (1978). Mind in society: The development of higher mental processes (M. Cole, V. John-Steiner, S. Scribner, & E. Soubeman, Eds.). Cambridge, MA: Harvard University Press.
Werbach, K. (2014, May). (Re)defining gamification: A process approach. In International Conference on Persuasive Technology (pp. 266–272). Cham, Switzerland: Springer. https://doi.org/10.1007/978-3-319-07127-5_23.
Zhu, Z. T., Yu, M. H., & Riezebos, P. (2016). A research framework of smart education. Smart Learning Environments, 3(1), 4. https://doi.org/10.1186/s40561-016-0026-2
Zin, N. A. M., Jaafar, A., & Yue, W. S. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS Transactions on Computers, 8(2), 322–333.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this chapter
Cite this chapter
Kaimara, P., Deliyannis, I. (2019). Why Should I Play This Game? The Role of Motivation in Smart Pedagogy. In: Daniela, L. (eds) Didactics of Smart Pedagogy. Springer, Cham. https://doi.org/10.1007/978-3-030-01551-0_6
Download citation
DOI: https://doi.org/10.1007/978-3-030-01551-0_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-01550-3
Online ISBN: 978-3-030-01551-0
eBook Packages: EducationEducation (R0)