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A playful affordances model for gameful learning

Published: 01 October 2014 Publication History

Abstract

Games are often cited for their inherent qualities that make them engaging, inspiring, fun and easy to learn. In education, two separate tracks of game-based learning and gamification have sought to activate the benefits of games and game design for the sake of better learning. This paper examines the strengths and weaknesses of games and gamification to propose an approach that focuses not on motivating with rewards and consequences, but instead on providing intrinsic game-like experiences through play. We address the issue of gamifying educational contexts with discussions about gamer motivations, the relationship between games and play, and designs for optimal learning within games. From the theoretical foundations of behavioral psychology, anthropology and game studies, we then conclude with a model for the design and evaluation of playful experiences in systems of learning inspired by game design.

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cover image ACM Other conferences
TEEM '14: Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality
October 2014
711 pages
ISBN:9781450328968
DOI:10.1145/2669711
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 01 October 2014

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Author Tags

  1. gameful design
  2. gamification
  3. learning
  4. motivation
  5. play

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TEEM '14

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  • (2022)The Place of Gamification in the Educational ContextHandbook of Research on the Influence and Effectiveness of Gamification in Education10.4018/978-1-6684-4287-6.ch001(1-22)Online publication date: 20-May-2022
  • (2022)The Good, the Bad, and the Divergent in Game-based Learning: Player Experiences of a Serious Game for Climate Change EngagementProceedings of the 25th International Academic Mindtrek Conference10.1145/3569219.3569414(256-267)Online publication date: 16-Nov-2022
  • (2021)Technological Aspects for Pleasant Learning: A Review of the LiteratureInformatics10.3390/informatics80200258:2(25)Online publication date: 8-Apr-2021
  • (2021)Revealing the theoretical basis of gamificationComputers in Human Behavior10.1016/j.chb.2021.106963125:COnline publication date: 1-Dec-2021
  • (2021)ReferencesThe Gamification of Society10.1002/9781119821557.refs(167-189)Online publication date: 26-Mar-2021
  • (2018)Increasing Student Engagement Within the Core Nutritional Sciences Curriculum: A Gameful Learning ApproachPedagogy in Health Promotion10.1177/23733799188140225:4(268-275)Online publication date: 28-Nov-2018
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  • (2017)Personalized Table-Top Game Recommendations2017 IEEE 29th International Conference on Tools with Artificial Intelligence (ICTAI)10.1109/ICTAI.2017.00068(396-403)Online publication date: Nov-2017
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