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Cybernetics and Information Technologies

The Journal of Institute of Information and Communication Technologies of Bulgarian Academy of Sciences

4 Issues per year

CiteScore 2016: 0.60

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Source Normalized Impact per Paper (SNIP) 2016: 0.546

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Volume 14, Issue 4


From Gamification to Gameful Design and Gameful Experience in Learning

Christo Dichev / Darina Dicheva / Galia Angelova / Gennady Agre
Published Online: 2015-01-31 | DOI: https://doi.org/10.1515/cait-2014-0007


Learning is a goal driven social activity determined by motivational factors. To be able to efficiently gamify learning for improved student motivation and engagement, the educators have to understand the related aspects studied in games, motivational psychology and pedagogy. This will help them to identify the factors that drive and explain desired learning behaviors. This paper presents a survey of the main approaches employed in gamification and the emerging new directions in the context of the relevant motivational psychology and pedagogy. The focus is on the motivational factors that impact learning and understanding of behavior change. The purpose of the paper is two-fold: on one side, to provide analysis and guide to relevant works related to gamification along with outlining the emerging trends, and on the other, to provide foundation for evaluation and identification of the areas of possible improvements.

Keywords:: Learning process; gamification; motivational factors; gameful experience


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About the article

Published Online: 2015-01-31

Citation Information: Cybernetics and Information Technologies, Volume 14, Issue 4, Pages 80–100, ISSN (Online) 1314-4081, DOI: https://doi.org/10.1515/cait-2014-0007.

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© 2015 Christo Dichev et. al.. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License. BY-NC-ND 3.0

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