This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students.?Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This positive failure can motivate students to attempt a difficult mission. Chapters in this volume?cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Chapter 1. Beginning of Journey.- Chapter 2.Engagement and Fun.- Chapter 3. What Is a Game?.- Chapter 4.What is Gamification in Learning and Education?.- Chapter 5.Theories for Gamification in Learning and Education.- Chapter 6.Students Perception of Gamification in Learning and Education.- Chapter 7.Gamification Framework.- Chapter 8.Gamification Strategy.- Chapter 9.Legal and Ethical Issues.- Chapter 10. Gamification Cases in Education.- Chapter 11.Gamification Cases in STEM Education.- Chapter 12.Gamification Cases in Liberal Arts and Social Science Education.- Chapter 13.Gamify Your Instruction.
Dr. Sangkyun Kim is a professor of Systems and Management Engineering at Kangwon National University. He has served Game Literacy Division of Korea Game Society as a chairman and the representative of Education Gamification Forum. He has earned Teaching Excellence Award three times from Kangwon National University. He received his Ph.D. in Cognitive Science from Yonsei University, Seoul, South Korea, a masters degree in Industrial Engineering from Yonsei University, and a bachelors degree in Control and Instrumentation Engineering from Chungang University, Seoul, South Korea.?
Dr. Kibong Song?is an adjunct faculty at Virginia Tech. He has worked as a learning sl³³