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Gamification for educational purposes: Actors' perceptions and avenues for development

Par : Contributeur(s) : Type de matériel : TexteTexteLangue : français Détails de publication : 2021. Sujet(s) : Ressources en ligne : Abrégé : Edutainment is a long-standing innovation. But transforming an entire training sequence into a game (gamification) is a new trend, emerging from digital technologies and the world of video games. However, gamification is a demanding approach for teachers and an engaging one for learners. This article focuses on the perceptions of individuals on this approach, which are under-reported in the literature. We want to gain a better understanding of the shared points of view on the interest and perceived value of educational games. To do so, we mobilize the recent field of gamification and the notions of experience and perceived value. We conducted an exploratory study in an online community talking about gamification. The focus is on individual and collective perceptions of the engagement, experience, emotions, and perceived satisfaction of educational games. The result is a positive perception of gamification, where emotions, technology, and learning have their place.
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Edutainment is a long-standing innovation. But transforming an entire training sequence into a game (gamification) is a new trend, emerging from digital technologies and the world of video games. However, gamification is a demanding approach for teachers and an engaging one for learners. This article focuses on the perceptions of individuals on this approach, which are under-reported in the literature. We want to gain a better understanding of the shared points of view on the interest and perceived value of educational games. To do so, we mobilize the recent field of gamification and the notions of experience and perceived value. We conducted an exploratory study in an online community talking about gamification. The focus is on individual and collective perceptions of the engagement, experience, emotions, and perceived satisfaction of educational games. The result is a positive perception of gamification, where emotions, technology, and learning have their place.

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