Internet Learning Volume 4, Number 2, Fall 2015 | Page 103
Internet Learning
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self-determination theory: An organismic
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Salen Tekinbas, K. & Zimmerman, E. (2003).
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Definitions
1. Gamification: the use of game-design
elements (e.g. badges, turns, goals,
challenges, playtesting) in non-game
contexts (e.g. education, marketing,
exercise, innovation)
2. Game design elements: the components
and mechanics of games, as well as the
principles, models, and methods of game
design. Examples include: badges, turns,
goals, challenges, and playtesting
3. Gamification design model: three
essential elements of a gamified system:
a user, a set of game design elements,
and a task. The model also includes the
relationships between these elements:
motivation, meaning, and valuation
4. Game elements: the components and
mechanics of games, such as points,
badges, turns, and limited resources
5. Generation Z: That segment of the
population born between 1990 and early
2000s.
Wilson, D. (2015). Engagement vs. valuation:
two levels of gamification effectiveness,
a design model [Unpublished doctoral
dissertation]. Colorado Technical University,
Colorado Springs, Colorado.
Witt, M., Scheiner, C., & Robra-Bissantz,
S. (2011). Gamification of online idea
competitions: Insights from an explorative
case. Informatik schafft Communities, 192.
Zhang, P. (2008). Technical opinion
Motivational affordances: reasons for ICT
design and use. Communications of the ACM,
51(11), 145-147.
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