Students Engagement through Gamification in Education Gamifying Formative Assessment

Authors

  • Richa Mishra Department of Mathematics and Humanities, Institute of Technology, Nirma University, Gujarat
  • Ketan Kotecha Parul University, Gujarat

DOI:

https://doi.org/10.16920/jeet/2017/v0i0/111751

Abstract

The web 2.0 has created a singularity effect in the life we lead. The communication and its dissemination; information gathering and its transference; knowledge acquisition and its application ( Mishra and Kotecha) have all been changed in front of us, with us and by us.

Downloads

Download data is not yet available.

Downloads

Published

2025-03-24

How to Cite

Mishra, R., & Kotecha, K. (2025). Students Engagement through Gamification in Education Gamifying Formative Assessment. Journal of Engineering Education Transformations. https://doi.org/10.16920/jeet/2017/v0i0/111751

Issue

Section

Articles

References

Wang, R. (2011, December 6). Demystifying Enterprise Gamification for Business. Retrieved from Constellation Research.

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent videogames on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal and prosocial behaviour: Ameta-analytic review of the scientific literature. Psychological Science,12,353– 359.

Butts KA, Weinberg J, Young AH, & Phillips AG (2011). Glucocorticoid receptors in the prefrontal cortex regulate stress-evoked dopamine efflux and aspects of executive function. Proceedings of the National Academy of Sciences of the United States of America, 108 (45), 18459-64 PMID: 22032926

Christopher Cheong, France Cheong and Justin Filippou, Quick Quiz: A Gamified Approach for Enhancing Learning,http://aisel.aisnet.org/cgi/viewcontent.cgi?article= 1206&context=pacis2013

David J Linden Ph.D.The Compass of Pleasure,Video Games Can Activate the Brain's Pleasure Circuits Healy, J. M. (1990). Endangered minds.NewYork:Simonand

http://yukaichou.com/gamification-examples/octalysiscompletegamification-framework/

https://www.ted.com/talks/jane_mcgonigal_the_game_that _can_give_you_10_extra_years_of_life?language=en

J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillian.

Jones, G. (2002). Killing monsters: Why children need fantasy, super heroes, and make-believeviolence. New York: BasicBooks.

LIke cigarettes, video games can cause rapid brain dopamine release. Posted Oct 25, 2011. https://www.psychologytoday.com/blog/the-compasspleasure/ 201110/video-games-can-activate-the-brainspleasurecircuits-0

Onah, Daniel FO, Jane Sinclair, and Russell Boyatt. "Dropout rates of massive open online courses: behavioural patterns." EDULEARN14 Proceedings (2014): 5825-5834.

Pink, Daniel H. Drive: The surprising truth about what motivates us. Penguin, 2011.

Ryan, R.M., Rigby, C.S. & Przybylski, A. Motiv Emot (2006) 30: 344. doi:10.1007/s11031-006-9051-8 Schuster.

Kirsch,S.J.(2006).Children,adolescents,andmediaviolence.T hou

Setzer, V. W., & Duckett, G. E. (2000). The risks to children using electronic games. Retrieved October 3, 2006, from http://www.ime.usp.br/∼vwsetzer/video-grisks.html

Wendy Hsin - Yuan Huang and Dilip Soman, A Practitioner’s Guide To Gamifictaion off Education. http://inside.rotman.utoronto.ca/behaviouraleconomicsinacion/files/2013/09/GuideGamificationEducationDec2013.pdf

Yu-kai Chou Actionable Gamification: Beyond Points, Badges, and Leaderboards Kindle Edition. 1511744049 http://www.nytimes.com/2012/11/04/education/edlife/mass ive-open-online-courses-are-multiplying-at-a-rapidpace.html?_r=0

http://www.theesa.com/wp-content/uploads/2015/04/ESAEssentialFacts-2015.pdf

https://core.ac.uk/download/pdf/5162.pdf