Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase individual engagement and motivation: this allows to perform jobs or solve problems in enjoyable and rewarding way. The aim of the study: Demonstrate that “Game Thinking” changes the individual behavior in social learning and knowledge acquisition. Materials and methods: The investigation method is based on the context analysis, supported by data available online. Results: Gamification stimulates Creativity and improves Education, accelerating Innovation Processes. Conclusions: Game-based applications will be more and more used to motivate workers and students, improving learning and performances.

The Gamification: Applications and Developments for Creativity and Education / Galetta, Giuseppe. - XI:(2013), pp. 62-71. [10.13140/rg.2.2.24817.68965]

The Gamification: Applications and Developments for Creativity and Education

Galetta, Giuseppe
Investigation
2013

Abstract

Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase individual engagement and motivation: this allows to perform jobs or solve problems in enjoyable and rewarding way. The aim of the study: Demonstrate that “Game Thinking” changes the individual behavior in social learning and knowledge acquisition. Materials and methods: The investigation method is based on the context analysis, supported by data available online. Results: Gamification stimulates Creativity and improves Education, accelerating Innovation Processes. Conclusions: Game-based applications will be more and more used to motivate workers and students, improving learning and performances.
2013
978-9934-503-13-9
The Gamification: Applications and Developments for Creativity and Education / Galetta, Giuseppe. - XI:(2013), pp. 62-71. [10.13140/rg.2.2.24817.68965]
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11588/947018
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