Abstract
Overall, this chapter offers a critical perspective on gamification in education and defines gamification as purposeful experiences that utilize game design and game elements. First it focuses on the basics of learning. Second it explores the advantages and disadvantages of technology in relation to teaching and learning, as many technologies share similar traits. Third it examines how technology has influenced education (i.e., reform) in the past, and offers insight on the impact games may have on education. Fourth it reviews gaming research and what it means to student learning with respect to both current and past research trends. Last, it contends that using a scholarship of teaching and learning (SoTL) framework can help create a more evidence based approach to the use of gamification in education.
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Devers, C.J., Gurung, R.A.R. (2015). Critical Perspective on Gamification in Education. In: Reiners, T., Wood, L. (eds) Gamification in Education and Business. Springer, Cham. https://doi.org/10.1007/978-3-319-10208-5_21
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