Critical Perspective on Gamification in Education

Chapter

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.

Keywords

Gamification Critical Learning SoTL Technology Gaming 

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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Center for Learning and InnovationCollege of Adult and Professional Studies, Indiana Wesleyan UniversityMarionUSA
  2. 2.Human Development and PsychologyUniversity of Wisconsin-Green BayGreen BayUSA

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