Abstract
Besides game-based learning, gamification is an upcoming trend in education, studied in various empirical studies and found in many major learning management systems. Employing a newly developed qualitative instrument for assessing gamification in a system, we studied five popular LMS for their specific implementations. The instrument enabled experts to extract affordances for gamification in the five categories experiential, mechanics, rewards, goals, and social. Results show large similarities in all of the systems studied and few varieties in approaches to gamification.
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Broer, J., Breiter, A. (2015). Potentials of Gamification in Learning Management Systems: A Qualitative Evaluation. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., Lavoué, E. (eds) Design for Teaching and Learning in a Networked World. EC-TEL 2015. Lecture Notes in Computer Science(), vol 9307. Springer, Cham. https://doi.org/10.1007/978-3-319-24258-3_29
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DOI: https://doi.org/10.1007/978-3-319-24258-3_29
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