Skip to main content
Have a personal or library account? Click to login
From Gamification to Gameful Design and Gameful Experience in Learning Cover

From Gamification to Gameful Design and Gameful Experience in Learning

Open Access
|Jan 2015

References

  1. 1. Richtel, M. Growing Up Digital, Wired for Distraction. 20 July 2014.
  2. 2. Williams, K., C. Williams. Five Key Ingredients for Improving Student Motivation. – Research in Higher Education Journal, Vol., 2011.
  3. 3. Lei, S. Intrinsic and Extrinsic Motivation: Evaluating Benefits and Drawbacks from College Instructors' Perspectives. – Journal of Instructional Psychology, Vol., 2010, No 2.
  4. 4. Deterding, S., D. Dixon, R. Khaled, L. Nacke. From Game Design Elements to Gamefulness: Defining “Gamification”. – In: MindTrek, Tampere, Findland, 2011.
  5. 5. Huang, W., D. Soman. A Practitioner's Guide to Gamification of Education. 10 December 2013.
  6. 6. Sinha, S. Motivating Students and the Gamification of Learning. – Huffington Post, 14 February 2012.
  7. 7. McKenzie, G. Gamification and Location-Based Services. 2011.
  8. 8. Maslow, A. H. A Theory of Human Motivation. – Psychological Review, Vol., 1943, No 370.
  9. 9. Pink, D. The Surprising Truth about What Motivates Us. New York, Riverhead, 2009.
  10. 10. Keller, J. Motivational Design for Learning and Performance: The ARCS Model Approach. First Ed. New York, Springer, 2010.
  11. 11. Deci, E., R. Ryan. Intrinsic Motivation and Self-Determination in Human Behavior. New York, Plenum Press, 1985.
  12. 12. Ryan, R., E. Deci. Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being. – American Psychologist, Vol., 2000, 68-78.
  13. 13. Deci, E., M. Vansteenkiste, W. Lens. Intrinsic Versus Extrinsic Goal Contents in Self- Determination Theory: Another Look atthe Quality of Academic Motivation. – Educational Psychologist, Vol., 2006, 19-31.
  14. 14. Fogg, B. A Behavior Model for Persuasive Design. – In: 4th International Conference on Persuasive Technology, Persuasive'09, CA, 2009.
  15. 15. Wu, M. Gamification 101: The Psychology of Motivation. 2011.
  16. 16. Smink, S. Applying Persuasive Design in a Diabetes Mellitus Application. 2012.
  17. 17. Csikszentmihalyi, M. Flow. The Psychology of Optimal Experience. New Yok, Harpers Perennial, 1990.
  18. 18. Nakamura, J., M. Csikszentmihalyi. The Concept of Flow. – In: Handbook of Positive Psychology. Oxford University Press, 2002.
  19. 19. Cowley, B., D. Charles, M. Black, R. Hickey. Toward an Understanding of Flow in Video Games. – Comp. Entertain, Vol., 2008, 1-27.
  20. 20. McGonigal, J. Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York, Penguin, 2011.
  21. 21. Gale, J. A Practical Guide to Health Behaviour Change Using the HCA Approach. Sydney, Australia, Health Change, 2012.
  22. 22. Linnenbrink, E., P. Pintric h. Multiple Pathways to Learning and Achievement: The Role of Goal Orientation in Fostering Adaptive Motivation, Affect, and Cognition. – In: Intrinsic and Extrinsic Motivation: The Search for Optimal Motivation and Performance. New York, Academic Press, 2000, 195-227.
  23. 23. Przybylski, A. K., C. S. Rigby, R. M. Rya n. A Motivational Model of Video Game Engagement. – Review of General Psychology, Vol., 154-166.
  24. 24. How Gamification has Shaped our Attitude towards Failure. Growth Engineering, May 2012.
  25. 25. Kapp, K. M. Games, Gamification, and the Quest for Learner Engagement. – T+D, Vol., 2012, No 6, 64-68.
  26. 26. Nielson, B. Gamification Mechanics Versus Gamification Dynamics. Your Tranining Edge, 2013.
  27. 27. Shneiderman, B. Designing for Fun: How Can We Design User Interfaces to be More Fun? – Interactions, Vol., 2004, No 5, 48-50.
  28. 28. Reeves, B., J. Rea d. Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete. Harvard Business Press, 2009.
  29. 29. Zichermann, G., J. Linde r. Game-Based Marketing: Inspire Customer Loyalty through Rewards, Challenges, and Contests. Wiley, 2010.
  30. 30. Zichermann, G., C. Cunningha m. Gamification by Design. O'Reilly, 2011.
  31. 31. Sheth, S., J. Bell, G. Kaiser. Halo (Highly Addictive, Socially Optimized) Software Engineering. – In: 1st International Workshop on Games and Software Engineering, GAS'11, New York, 2011.
  32. 32. Inbar, O., N. Tractinsky, O. Tsimhoni, T. Seder. Driving the Scoreboard: Motivating Eco-Driving Through In-Car Gaming. – In: CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts, 2011.
  33. 33. Dong, T., M. Dontcheva, D. Joseph, K. Karahalios, M. Newman, M. Ackerma n. Discovery-Based Games for Learning Software. – In: 2012 ACM Annual Conference on Human Factors in Computing Systems, CHI'12, New York, NY, 2012.
  34. 34. Carlozo, L. Why College Students Stop Short ofaDegree. Reuters, 27 March 2012.
  35. 35. Lee, J., J. Hamme r. Gamification in Education: What, How, Why Bother? – Academic Exchange Quarterly, Vol., 2011, No 2, p. 146.
  36. 36. Scientists, F. O. A. Summit on Educational Games. DC, Federation of American Scientists, 2006.
  37. 37. Kapp, K. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer, 2012.
  38. 38. Sheldon, L. The Multiplayer Classroom: Designing Coursework as a Game. Course Technology PTR, 2011.
  39. 39. Gee, J. What Video Games Have to Teach Us About Learning and Literacy. – Comput. Entertainment, Vol., 2003, No 1, p. 20.
  40. 40. McGrath, N., L. Bayerlein. Engaging Online Students through the Gamification of Learning Materials: The Present and the Future. – In: Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), Sydney, Australia, 2013.
  41. 41. Nicholson, S. A User-Centered Theoretical Framework for Meaningful Gamification. – In: GLS 8.0, 2012.
  42. 42. Brühlmann, F. Gamification From the Perspective of Self-Determination Theory and Flow. 2013.
  43. 43. Stott, A., C. Neustaedter. Analysis of Gamification in Education. Surrey, BC, Canada, 2013.
  44. 44. Clark, M., M. Rossite r. Narrative Learning in Adulthood. – In: New Directions for Adult and Continuing Education, 2008, 61-70.
  45. 45. Salen, K. Toward an Ecology of Gaming in the Ecology of Games: Connecting Youth, Games, and Learning toward an Ecology of Gaming in the Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA, The MIT Press, 2008, 1-17.
  46. 46. Deterding, S. Skill Atoms as Design Lenses for User-Centered Gameful Design. – In: CHI'13, Paris, France, 2013.
  47. 47. Deterding, S., R. Khaled, L. Nacke, D. Dixon. Gamification: Toward a Definition. – In: CHI'11 Gamification Workshop, Vancouver, BC, Canada, 2011.
  48. 48. Fishman, B., S. Deterding. Beyond Badges and Points: Gameful Assessment Systems for Engagement in Formal Education. – In: Games, Learning, and Society Conference, Madison, WI, 2013.
  49. 49. Chen, S. Gameful Design. Part I. September 2012.
  50. 50. Rameriz, D., K. Squir e. Gamification for Education Reform, Gameful World. MIT Press, 2014.
  51. 51. Holman, C., B. Fishman, S. Aguilar. Designing a Game-Inspired Learning Management System. – In: Games, Learning, and Society Conference, Madison, WI, 2013.
  52. 52. Kim, J., W. Lee. Dynamical Model for Gamification of Learning (DMGL). – Multimedia Tools and Applications, 2013, 1-11.
  53. 53. Hunicke, R., M. LeBlanc, R. Zubek. MDA: A Formal Approach to Game Design and Game Research. – In: Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence, San Jose, CA, 2004.
  54. 54. Malone, T. What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games. – In: 3rd ACM SIGSMALL Symposium, Palo Alto, California, 1980.
  55. 55. Malone, T., M. Leppe r. Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. – Aptitude, Learning, and Instruction, Vol., 1987, 223-253.
  56. 56. Cook, D. The Chemistry of Game Design. 2007.
  57. 57. Koster, R. Theory of Fun for Game Design. O'Reilly Media, Inc., 2013. 902 p.
  58. 58. Deterding, S. Paidia as Paideia: From Game-Based Learning to a Life Well-Played. – In: Keynote. GLS 8.0, 2012.
  59. 59. Koster, R. An Atomic Theory of Fun Game Design. 2012.
  60. 60. Schell, J. The Art of Game Design: A Book of Lenses. Amsterdam, Morgan Kaufman, 2009.
  61. 61. Challenge Based Learning White Paper. Apple, Inc., October 2011.
DOI: https://doi.org/10.1515/cait-2014-0007 | Journal eISSN: 1314-4081 | Journal ISSN: 1311-9702 (formerly 1314-4081)
Language: English
Page range: 80 - 100
Published on: Jan 31, 2015
Published by: Bulgarian Academy of Sciences, Institute of Information and Communication Technologies
In partnership with: Paradigm Publishing Services

© 2015 Christo Dichev, Darina Dicheva, Galia Angelova, Gennady Agre, published by Bulgarian Academy of Sciences, Institute of Information and Communication Technologies
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License.