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Gamification in Education: A Literature Review. / Daineko, Liudmila v.; Goncharova, Natalia v.; Zaitseva, Ekaterina v. et al.
Lecture Notes in Networks and Systems: book. Vol. 830 LNNS Springer, 2023. p. 319-343 (The World of Games: Technologies for Experimenting, Thinking, Learning; Vol. 830).

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Harvard

Daineko, LV, Goncharova, NV, Zaitseva, EV, Larionova, VA & Dyachkova, IA 2023, Gamification in Education: A Literature Review. in Lecture Notes in Networks and Systems: book. vol. 830 LNNS, The World of Games: Technologies for Experimenting, Thinking, Learning, vol. 830, Springer, pp. 319-343. https://doi.org/10.1007/978-3-031-48020-1_25

APA

Daineko, L. V., Goncharova, N. V., Zaitseva, E. V., Larionova, V. A., & Dyachkova, I. A. (2023). Gamification in Education: A Literature Review. In Lecture Notes in Networks and Systems: book (Vol. 830 LNNS, pp. 319-343). (The World of Games: Technologies for Experimenting, Thinking, Learning; Vol. 830). Springer. https://doi.org/10.1007/978-3-031-48020-1_25

Vancouver

Daineko LV, Goncharova NV, Zaitseva EV, Larionova VA, Dyachkova IA. Gamification in Education: A Literature Review. In Lecture Notes in Networks and Systems: book. Vol. 830 LNNS. Springer. 2023. p. 319-343. (The World of Games: Technologies for Experimenting, Thinking, Learning). doi: 10.1007/978-3-031-48020-1_25

Author

Daineko, Liudmila v. ; Goncharova, Natalia v. ; Zaitseva, Ekaterina v. et al. / Gamification in Education: A Literature Review. Lecture Notes in Networks and Systems: book. Vol. 830 LNNS Springer, 2023. pp. 319-343 (The World of Games: Technologies for Experimenting, Thinking, Learning).

BibTeX

@inproceedings{e93b845ac3fc4ff188100b86ce6dfbbd,
title = "Gamification in Education: A Literature Review",
abstract = "The global changes taking place in society are also changing the approaches to the organization of the educational process, forcing teachers to find new educational tools capable of engaging students in active learning. The improvement of pedagogical practice is significantly influenced by gamification, which allows the use of game mechanics for this purpose. The present study is devoted to a systematic review of research on various issues of gamification of education. The authors conducted a literature review of sources selected from the web aggregator of scientific publications from 2018 to 2022 based on the keywords “education” and “gamification” found in titles, abstracts, and text. As a result of the clustering of articles conducted, the author{\textquoteright}s six-item typology of the sample was proposed. The literature review revealed a large geography of the authors of the publications, including all continents of the world, as well as a positive attitude of all participants in the educational process to the use of gamification. The authors of the publications in the sample noted the increased motivation of students who became participants in the gamified educational process, but revealed the need to follow the individual characteristics of students{\textquoteright} learning behavior. The results of the study can be used to address the issue of applicability of gamepractices in the educational process at any level.",
author = "Daineko, {Liudmila v.} and Goncharova, {Natalia v.} and Zaitseva, {Ekaterina v.} and Larionova, {Viola a.} and Dyachkova, {Irina a.}",
year = "2023",
month = nov,
day = "24",
doi = "10.1007/978-3-031-48020-1_25",
language = "English",
isbn = "978-303148019-5",
volume = "830 LNNS",
series = "The World of Games: Technologies for Experimenting, Thinking, Learning",
publisher = "Springer",
pages = "319--343",
booktitle = "Lecture Notes in Networks and Systems",
address = "Germany",

}

RIS

TY - GEN

T1 - Gamification in Education: A Literature Review

AU - Daineko, Liudmila v.

AU - Goncharova, Natalia v.

AU - Zaitseva, Ekaterina v.

AU - Larionova, Viola a.

AU - Dyachkova, Irina a.

PY - 2023/11/24

Y1 - 2023/11/24

N2 - The global changes taking place in society are also changing the approaches to the organization of the educational process, forcing teachers to find new educational tools capable of engaging students in active learning. The improvement of pedagogical practice is significantly influenced by gamification, which allows the use of game mechanics for this purpose. The present study is devoted to a systematic review of research on various issues of gamification of education. The authors conducted a literature review of sources selected from the web aggregator of scientific publications from 2018 to 2022 based on the keywords “education” and “gamification” found in titles, abstracts, and text. As a result of the clustering of articles conducted, the author’s six-item typology of the sample was proposed. The literature review revealed a large geography of the authors of the publications, including all continents of the world, as well as a positive attitude of all participants in the educational process to the use of gamification. The authors of the publications in the sample noted the increased motivation of students who became participants in the gamified educational process, but revealed the need to follow the individual characteristics of students’ learning behavior. The results of the study can be used to address the issue of applicability of gamepractices in the educational process at any level.

AB - The global changes taking place in society are also changing the approaches to the organization of the educational process, forcing teachers to find new educational tools capable of engaging students in active learning. The improvement of pedagogical practice is significantly influenced by gamification, which allows the use of game mechanics for this purpose. The present study is devoted to a systematic review of research on various issues of gamification of education. The authors conducted a literature review of sources selected from the web aggregator of scientific publications from 2018 to 2022 based on the keywords “education” and “gamification” found in titles, abstracts, and text. As a result of the clustering of articles conducted, the author’s six-item typology of the sample was proposed. The literature review revealed a large geography of the authors of the publications, including all continents of the world, as well as a positive attitude of all participants in the educational process to the use of gamification. The authors of the publications in the sample noted the increased motivation of students who became participants in the gamified educational process, but revealed the need to follow the individual characteristics of students’ learning behavior. The results of the study can be used to address the issue of applicability of gamepractices in the educational process at any level.

UR - http://www.scopus.com/inward/record.url?partnerID=8YFLogxK&scp=85178627847

U2 - 10.1007/978-3-031-48020-1_25

DO - 10.1007/978-3-031-48020-1_25

M3 - Conference contribution

SN - 978-303148019-5

VL - 830 LNNS

T3 - The World of Games: Technologies for Experimenting, Thinking, Learning

SP - 319

EP - 343

BT - Lecture Notes in Networks and Systems

PB - Springer

ER -

ID: 49830826