Gamification as incorporation of game mechanics into non-gaming contexts to promote engagement¶
Design · All designs
Evidence · no claims cited
Description¶
The article defines gamification as "the use of game elements in non-gaming contexts", further defined as "the incorporation of game mechanics into non-gaming software applications to promote user experience and engagement". Guided by Lee et al.'s (2013) gamification model, the initiative applies this framework to outdoor social inquiry learning through stars and a leaderboard.
Design Implications¶
Context¶
Requirements¶
- Game mechanics must be incorporated into a non-game learning context with an intended goal
Constraints¶
Target Learners¶
- Grade-10 secondary students
Learning Goals¶
- User experience and engagement in learning activities
Claims¶
Related Designs¶
Examples¶
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Key Sources¶
- Morris Siu-Yung Jong, Tom Chan, Vincent Tam and Ming-Tak Hue. (2017). Gamifying Outdoor Social Inquiry Learning with Context-Aware Technology. International Conference Educational Technologies 2017.
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
gamification-game-mechanics-nongaming-contexts |
title |
Gamification as incorporation of game mechanics into non-gaming contexts to promote engagement |
description |
The article defines gamification as "the use of game elements in non-gaming contexts", further defined as "the incorporation of game mechanics into non-gaming software applications to promote user experience and engag... |
status |
review |
generated |
by process:settle-candidates on 2026-11-03 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — morris-siu-yung-jong-2017 |
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