Using gamification mechanisms and digital games in structured and unstructured learning contexts
2016 (English)In: 15th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2016, Springer, 2016, 3-14 p.Conference paper (Refereed)
The transition from the pre-defined and often inflexible tools and practices of institutionalized mass-education towards dynamic and flexible learning contexts remains a challenge. Enabling rich and engaging learning experiences that consider the different progression rates and routes of each student require new approaches in education. This paper analyzes opportunities for employing gamification and digital games to construct navigable dynamic learning channels and enable pathways towards turning users into adaptive learners able to reach learning goals both in structured and unstructured contexts.
Place, publisher, year, edition, pages
Springer, 2016. 3-14 p.
Game customization, Lesson plan, Location-aware, Tingo, Artificial intelligence, Computer science, Computers, Flexible Learning, Learning experiences, Lesson plans, Tools and practices, Unstructured learning, Computer games
IdentifiersURN: urn:nbn:se:kth:diva-195486DOI: 10.1007/978-3-319-46100-7_1ScopusID: 2-s2.0-84990057257ISBN: 9783319460994OAI: oai:DiVA.org:kth-195486DiVA: diva2:1049797
28 September 2016 through 30 September 2016
QC 201611252016-11-252016-11-032016-11-25Bibliographically approved