Skip to content
2018
Volume 43, Issue 3
  • ISSN: 1943-3050
side by side viewer icon HTML
Preview this article:

There is no abstract available.

Loading

Article metrics loading...

/content/journals/10.58680/elq202131099
2021-02-01
2023-12-06
Loading full text...

Full text loading...

/deliver/fulltext/elq/43/3/englishleadershipquarterly31099.html?itemId=/content/journals/10.58680/elq202131099&mimeType=html&fmt=ahah

References

  1. Farber M (2015) Gamify your classroom: A field guide to game-based learning, Peter Lang Publishing.
    [Google Scholar]
  2. Glasgow S (2017, July). These maps reveal the hidden structures of “choose your own adventure” books. Atlas Obscura. www.atlasobscura.com/articles/cyoa-choose-your-own-adventure-maps
    [Google Scholar]
  3. Hamari J. Koivisto J. Sarsa H (2014) Does gamification work? A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Science. 3025–34. doi: 10.1109/HICSS.2014.377
    [Google Scholar]
  4. Holman C. Fishman B. Why gameful? Why GradeCraft?. University of Michigan. ai.umich.edu/blog/why-gameful-why-gradecraft/
    [Google Scholar]
  5. Information Resources Management Association (2018) Gamification in education: Breakthroughs in research and practice, IGI Global.
    [Google Scholar]
  6. Kapp K. M (2012) The gamification of learning and instruction: game-based methods and strategies for training and education, Pfeiffer, an Imprint of Wiley.
    [Google Scholar]
  7. Moore-Russo D. Wiss A. Grabowski J (2018) Integration of gamification into course design: A noble endeavor with potential pitfalls. College Teaching, 66(1), 3–5. doi: 10.1080/87567555.2017.1295016
    [Google Scholar]
  8. Ofosu-Ampong K (2020) The shift to gamification in education: A review on dominant issues. Journal of Educational Technology Systems, 49(1), 113–37. doi: 10.1177/0047239520917629
    [Google Scholar]
  9. O’Malley S (2017, July). More than fun?. Inside Higher Ed. www.insidehighered.com/digital-learning/article/2017/07/19/educational-games-expand-classroom-learning
    [Google Scholar]
  10. Toyama K (2015, Oct). The looming gamification of higher ed. The Chronicle of Higher Education. www.chronicle.com/article/the-looming-gamification-of-higher-ed/
    [Google Scholar]
http://instance.metastore.ingenta.com/content/journals/10.58680/elq202131099
Loading
/content/journals/10.58680/elq202131099
Loading

Data & Media loading...

  • Article Type: Research Article
This is a required field
Please enter a valid email address
Approval was a Success
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error