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Gamifying education for Millennials:...
~
Mazzo, John Francis.
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Gamifying education for Millennials: It's more than just a video game.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gamifying education for Millennials: It's more than just a video game./
Author:
Mazzo, John Francis.
Description:
59 p.
Notes:
Source: Masters Abstracts International, Volume: 55-02.
Contained By:
Masters Abstracts International55-02(E).
Subject:
Mass communication. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1600540
ISBN:
9781339094724
Gamifying education for Millennials: It's more than just a video game.
Mazzo, John Francis.
Gamifying education for Millennials: It's more than just a video game.
- 59 p.
Source: Masters Abstracts International, Volume: 55-02.
Thesis (M.A.)--University of Colorado at Boulder, 2015.
This study examines the appeal and success of digital gaming. It notes the past and present studies emphasizing the negative aspects of digital gaming; however, it counters those arguments with findings of research supporting the positive outcomes enjoyed by many gamers, as well as the benefits of harnessing its engaging components, one of which being a heightened flow state. Secondly, it explores the more recent gamification trend by understanding the successful gaming components utilized by this application and how they may be applied to engage a large user?audience, eventually highlighting the need to incorporate gamification into online, mobile platforms geared towards Millennials. It is suggested by the literature that gamification may serve to benefit Millennial learners. Future research is proposed to measure the Millennial learners' preferences for gamified education in higher learning and the efficacy for academic success of such educational applications.
ISBN: 9781339094724Subjects--Topical Terms:
2144804
Mass communication.
Gamifying education for Millennials: It's more than just a video game.
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59 p.
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Source: Masters Abstracts International, Volume: 55-02.
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Adviser: Paul S. Voakes.
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This study examines the appeal and success of digital gaming. It notes the past and present studies emphasizing the negative aspects of digital gaming; however, it counters those arguments with findings of research supporting the positive outcomes enjoyed by many gamers, as well as the benefits of harnessing its engaging components, one of which being a heightened flow state. Secondly, it explores the more recent gamification trend by understanding the successful gaming components utilized by this application and how they may be applied to engage a large user?audience, eventually highlighting the need to incorporate gamification into online, mobile platforms geared towards Millennials. It is suggested by the literature that gamification may serve to benefit Millennial learners. Future research is proposed to measure the Millennial learners' preferences for gamified education in higher learning and the efficacy for academic success of such educational applications.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1600540
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