- Fiona Fui-Hoon Nah17,
- Venkata Rajasekhar Telaprolu17,
- Shashank Rallapalli17 &
- …
- Pavani Rallapalli Venkata17
Part of the book series:Lecture Notes in Computer Science ((LNISA,volume 8018))
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Abstract
We review the literature on gamification and identify principles of gamification and system design elements for gamifying computer educational games. Gamification of education is expected to increase learners’ engagement, which in turn increases learning achievement. We propose a gamification framework that synthesizes findings from the literature. The gamification framework is comprised of principles of gamification, system design elements for gamification, and dimensions of user engagement.
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Authors and Affiliations
Department of Business and Information Technology, Missouri University of Science and Technology, Rolla, Missouri, USA
Fiona Fui-Hoon Nah, Venkata Rajasekhar Telaprolu, Shashank Rallapalli & Pavani Rallapalli Venkata
- Fiona Fui-Hoon Nah
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- Venkata Rajasekhar Telaprolu
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- Shashank Rallapalli
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- Pavani Rallapalli Venkata
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Editors and Affiliations
Faculty of Engineering, Department of Management Science, Tokyo University of Science, 1-3 Kagurazaka, 162-8601, Shinjuku-ku, Tokyo, Japan
Sakae Yamamoto
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Nah, F.FH., Telaprolu, V.R., Rallapalli, S., Venkata, P.R. (2013). Gamification of Education Using Computer Games. In: Yamamoto, S. (eds) Human Interface and the Management of Information. Information and Interaction for Learning, Culture, Collaboration and Business,. HIMI 2013. Lecture Notes in Computer Science, vol 8018. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39226-9_12
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