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Dynamical Model for Gamification: Optimization of Four Primary Factors of Learning Games for Educational Effectiveness

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Part of the book series: Communications in Computer and Information Science ((CCIS,volume 351))

Abstract

This paper proposes a dynamical model for the gamification of learning. The main idea of this model is based on the correlations of four primary factors (curiosity, challenge, fantasy and control) originating from digital games which are built on the foundations of separate theories: 1) Game Design Features, 2) Key Characteristics of a Learning Game, 3) ARCS Model, and 4) MDA framework. Through this dynamical model, we will show that the effectiveness of the gamification of learning is educationally superior to traditional ways of learning in a specific setting, after an elapsed adaptive time period with a reasonable relationship of the four primary factors. The model presents the meaningful positions of four primary factors on the equation for educational effectiveness of gamification. We posit that this dynamical model for the gamification can strengthen the ‘theoretical foundation’ of gamification as well as spread the idea of ‘the pure and right function of game’.

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© 2012 Springer-Verlag Berlin Heidelberg

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Kim, J.T., Lee, WH. (2012). Dynamical Model for Gamification: Optimization of Four Primary Factors of Learning Games for Educational Effectiveness. In: Kim, Th., Cho, Hs., Gervasi, O., Yau, S.S. (eds) Computer Applications for Graphics, Grid Computing, and Industrial Environment. CGAG GDC IESH 2012 2012 2012. Communications in Computer and Information Science, vol 351. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-35600-1_4

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  • DOI: https://doi.org/10.1007/978-3-642-35600-1_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-35599-8

  • Online ISBN: 978-3-642-35600-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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