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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

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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