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Gamified Education in K-12
Book chapter   Peer reviewed

Gamified Education in K-12

Fan Zhao, Roger Mendez, Alec Toubin and Brian Mahan
HCI in Games: Serious and Immersive Games, Vol.12790, pp.306-315
Lecture Notes in Computer Science, Springer International Publishing
07-03-2021

Abstract

Gamification K-12 education Learning
The lack of engagement throughout a traditional education process is a regular concern among all the educators. Gamification is the application of game-like elements and game principles in non-game contexts. The purpose of this study is to identify key steps to adopt a better gamification method in K-12 educational schools. According to a case study, this research presents a gamification proposition that aims to promote learning engagement in K-12 education with the use of Gamification methods. Six stages compose the method: understand students; find resources; select right resources; students' feedback; cluster students; and customize gamification. To validate the method, we developed an initial experiment in a high school environment. The results is successful.

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UN Sustainable Development Goals (SDGs)

This output has contributed to the advancement of the following goals:

#4 Quality Education
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