gamification

Girls and Gamification

While both boys and girls play (digital) games, gaming as a hardcore leisure activity is often seen as something boyish. In fact, some studies point out that boys play more frequently and for longer periods of time. There also appears to be a gender difference in taste, as boys seem to have a preference for…

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Gamifying student behaviour

Gamification is commonly defined as the use of game-design elements in non-game contexts. Game design elements include, but are not restricted to, achievements, badges, timers, avatars, but also something like narration (a story). Therefore, gamification includes a wide range of activities and applications, from quiz software like Kahoot to classroom management tools like ClassDojo and…

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