What in same way or not effect each other.

What is gamification

are many different definitions of gamification in the literature. The term of
gamification first comes to light by Nick Pelling in 2002 and it gains its
popularity in 2010. Among the definitions of gamification, this is the one
which is the earliest, simplest and most popular one stated by Deterding et al.
(2011) “Gamification is the application of game-design elements and game principles
in non-game contexts. ” As one can understand from the definition, it is simply
applying game elements such as leaderboard, points etc. to non- game context.
There are also more specific definitions for gamification. For example, Fitz-Walter
et al. (2011, p. 1) define gamification as “adding game elements to an
application to motivate use and enhance the user experience.” Other definitions
include “the use of game design elements (e.g., points, leaderboards and badges)
in non-game contexts … to promote user engagement” (Mekler et al. 2013, p.
1138), “the use of game-based elements such as mechanics, aesthetics, and game
thinking in non-game contexts aimed at engaging people, motivating action, enhancing
learning, and solving problems” (Borges et al. 2014, p. 216), and “a process of
enhancing a service with affordances for gameful experiences in order to
support user’s overall value creation” (Huotari and Hamari 2012, p. 19).

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and motivation

is motivation theory that is related to our natural aptness to behave in
effective ways in terms of different areas such as education. – 1- this
motivation theory can be classified into two main categories, Intrinsic or
extrinsic motivations. It is not expected that these two motivation types work
in same way or  not effect each other. Intrinsic
motivation is a self-initiating desire resulting from people’s curiosity
regarding their surroundings, which can help learners become more involved in the
learning process. It can be said that motivational stimuli comes from within. Extrinsic
motivation is a learning force led by external factors (e.g., rewards and
punishments as well as norms), which can also have a positive impact on
learning if used properly. It can be said that motivational stimuli comes from
outside. In this study, extrinsic motivation is enabled by badges, points and


of the most important problems that teachers and schools are dealing with today
is that a great number of students do not have enough motivation and interest
in learning as Zichermann and Cunningham (2011) stated. Instead of creating new
extra courses or standards, as Zichermann (2010) stated, teachers can apply
more entertainment in education with gamification to change desired behavior. 


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