Thinking about Gamification in Learning and Instruction
Kapp Notes
DECEMBER 10, 2013
2011, Groh, 2012). Juul (2003) identified six elements which include rules, variable quantifiable outcome, player effort, valorization of the outcome, attachment of the player to the outcome, and negotiable consequences. 2012) The Gamification of Learning and Instruction: Case-Based Methods and Strategies for Training and Education.
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