Gamification

dc.contributor.authorKriel, Dennis
dc.date.accessioned2015-11-26T12:20:07Z
dc.date.available2015-11-26T12:20:07Z
dc.date.issued2015
dc.descriptionBook chapter : 'Gamification' in Kilfoil, W.R. (Ed.). (2015). Moving beyond the hype : a contextualised view of learning with technology in higher education. Pretoria : Universities South Africa.en_ZA
dc.description.abstractOne needs to make a distinction between the use of games in education and gamification. Games are common ways of passing the time and having fun. Gamification is more about using the elements of games that motivate people, and applying them to educational experiences. These elements can take many different forms, from short activities done in a face-to-face setting to large, open-ended digital experiences that are technology driven.en_ZA
dc.description.librarianhb2015en_ZA
dc.identifier.citationKriel, D 2015, 'Gamification' in Kilfoil, W.R. (Ed.). (2015). Moving beyond the hype : a contextualised view of learning with technology in higher education. Pretoria : Universities South Africa.en_ZA
dc.identifier.isbn978-0-620-67501-7
dc.identifier.urihttp://hdl.handle.net/2263/50952
dc.language.isoenen_ZA
dc.publisherUniversities South Africaen_ZA
dc.rights© 2015, Universities South Africa. Permission is granted under a Creative Commons Attribution 4.0 International Licence (CC BY) to replicate, copy, distribute, transmit or adapt this report freely, provided that attribution is provided as illustrated in the citation below. To view a copy of this licence, visit creativecommons. org/licenses/by/4.0.en_ZA
dc.subjectGamesen_ZA
dc.subjectEducationen_ZA
dc.subjectGamificationen_ZA
dc.subjectMotivateen_ZA
dc.subjectEducational experiencesen_ZA
dc.titleGamificationen_ZA
dc.typeBook chapteren_ZA

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