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Baxter Rebecca ENGL3381 SP 2023 Annotated Bibliography
Baxter Rebecca ENGL3381 SP 2023 Annotated Bibliography
Buckley, Patrick, and Elaine Doyle. “Gamification and Student Motivation.” Interactive
In their article titled "Gamification and Student Motivation," Patrick Buckley and
Elaine Doyle explore the emerging concept of gamification in education. They acknowledge that
gamification has gained popularity in fostering learning behaviors and student engagement.
However, they also recognize that students have motivations, some being motivated to learn
while external rewards drive others. The authors refer to the insights of Glover (2013), who
activities. The authors argue that gamified learning interventions should be inclusive and cater to
2023.doi:10.30191/ETS.202307_26(3).0011
and Preferences in a Gamification Enhanced Partially Flipped Classroom," which sheds light on
the topic. The study can be found in Educational Technology & Society 26.3 (2023); 141 154,
The study mentioned in the article focuses on understanding the learning styles and
participants ranked thirty statements based on their perception of the teaching method. The
study's results revealed three factors: Engaged achievers, Self-motivated Explorer, and
Interactive Designer. These factors represent groups of students with perceptions. The findings
highlight the range of learning styles and perspectives among students, which present both
challenges and opportunities in business education. The study emphasizes the importance of
tailored teaching strategies integrating gamification into flipped classrooms and recognizing
opinions. The article includes sections covering empirical background, a literature review,
methodological approaches used, results obtained, and a concluding section. The literature
review underscores the distinction between gamification and game-based learning while
examining how different game elements can impact student motivation and engagement.
flipped classrooms to enhance motivation, critical thinking, and self-belief. It suggests using
techniques such as tests, game rules, time constraints, and rewards to create a learning
environment that boosts student engagement, motivation, and positive feedback. Referencing the
concept of "Prodesse et delectare" by Quintus Horatius Flaccus, the article argues for the value
gamification in today's technology-driven settings while acknowledging the need for further
empirical research. The article addresses the debate regarding whether gamification improves
emphasizes that selecting gamification elements depends on learning contexts and course
objectives. Additionally, it provides insights into tools and platforms, like "Kahoot!". Socrative"
The article discusses using challenges and oral presentations as assessment methods that
education, covering both practical aspects. The article offers insights into levels of gamification
from specific approaches to total integration, helping educators understand how to tailor
gamification to their teaching goals. It also mentions tools like "Kahoot!". Socrative" that can be
integrated into classroom activities. While acknowledging the impact on student motivation and
engagement, the article acknowledges the need for empirical evidence to establish the
In his article, Richard N. Landers explores the realm of gamification with a focus
on management and organizational contexts. He delves into the differences between rhetorical
gamification, shedding light on its potential. According to Landers, gamification has the
potential to revolutionize management processes. However, its true transformative power has
revenue generation over understanding how game-like elements influence human behavior. In
response to this issue, Landers emphasizes the importance of comprehending the psychology of
players and thoughtfully selecting game elements that drive behaviors for gamification to be
successful.
Prince, J. Dale. “Gamification.” Journal of Electronic Resources in Medical Libraries, vol. 10,
17 Dec. 2019.
design elements in-game scenarios is introduced. Prince explores how gamification can enhance
highlights the significance of gamification inside and outside classroom settings. Prince argues
that gamification can improve engagement and motivation not only in learning but also in adult
complete tasks, thereby fostering motivation and persistence. Many companies incorporate
gamification elements to incentivize customers to visit and earn points and rewards. The concept
of gamification and its potential applications are explored by Prince, who provides insights.
Although specific research data or case studies are lacking in the article, it is a thought-
provoking introduction.
Prince offers examples of how gamification can engage participants while highlighting
the importance of a comprehensive approach to its implementation. Concerns about the adoption
of gamification are addressed by Prince, indicating that simply adding game elements to tasks
questioning this approach, emphasizing the importance of design for gamification as games are
Baxter 5
enjoyable due to their well-thought-out design. Criticisms primarily focus on design elements
and the potential for designed gamification leading to behaviors. Moreover, there is concern that
applying gamification to activities might lead to experiences. Experts like Liz Danforth argue
games should provide engagement, creativity, and meaningful storytelling. The article
Zeybek, Nilüfer, and Elif Saygı. “Gamification in Education: Why, Where, When, and
155541202311586, https://doi.org/10.1177/15554120231158625.
In Nilüfer Zeybek and Elif Saygı's article, they discuss how they conducted a
review on "Gamification, in Education; Why, Where When and How?"In their article titled
"Gamification in Education: A Comprehensive Overview, " Nilufer Zeybek and Elif Saygi
examine how gamification is used in education. They cover its objectives, application areas,
levels of education, and the different learning environments where gamification is integrated.
The authors conducted a systematic literature review using the Preferred Reporting Elements for
Systematic Reviews and Meta-Analysis (PRISMA) procedure. Their study focuses on answering
when it is applied based on education levels, and how it is incorporated into the learning process.
This article thoroughly explores the goals, areas of application, educational levels, and
integration methods of gamification in education. After analyzing 252 studies, Zeybek and Saygi
conclude that enhancing learner motivation, engagement, and academic achievement is the
objective of using gamification in education. They highlight how this approach positively
engineering, mathematics, science, medicine, and business. The research findings indicate that
focuses on secondary schools and undergraduate programs in computer science, engineering, and
health education. The article goes into detail about the learning environments where gamification
motivation, and the learning journey in both classrooms and online learning platforms. These
valuable insights organized based on the "why, where, when, and how" aspects of gamification