https://www.wssu.
edu/profiles/dichevc/gamification-in-education-systematic-mapping-
study.pdf
============= Note 1 ============================
For example, Doulingo and Kahoot are some of the most successful gamified
applications worldwide. Gamification has been integrated into a variety of
educational subjects, with mostly positive results in a wide range of settings Most
empirical studies have used points, badges and leaderboards.
============= Note 2 ============================
Our findings show that the proposed gamification strategy improves student learning
outcomes regarding judgment bias, contributing to the investigation of gamification
effects on education of forecasting and decision making, and eventually supporting
rational thinking in decision making for a sustainable future under proper
prediction.
============= Note 3 ===============================
A few serious games have been shown
more effective than traditional teaching methods (Dunbar et al., 2014)
about the knowledge of cognitive biases but the majority of teaching
principles regarding forecasting focus on statistical forecasting
============== Note 4 ===============================
While no special attention has been given to motivate people to
explore the topic of human judgment bias, a new process of using
affordances for gameful experiences in order to engage the target
audience called gamification
=============== Note 5 ================================
Despite the successful adoption of gamification in educational subjects, there is a
need for more controlled experimental research to
investigate how gamification can be effectively integrated into education for
specific taught subjects or audiences Up to now, most of the studies that refer to
gamified interventions in the educational process mention the use of
points, badges and leaderboards
=============== Note 6 ==================================
In our
study, we integrated competition and progression feeling into the
gamified application by using points, levels, challenges and a leaderboard. We
further used storytelling as a narrative context behind the
===================== Note 7 ==================================
Since a lot of information is described,
levels help to schematically categorize the information. Points and
challenges give the feeling of reward and progress, and storytelling helps
students to memorize the concept
================= Note 8 ============================================
To further identify the second level of the classification structure, we collected
game mechanics and game design
dynamics, patterns, and principles used in the 34 reviewed case studies on using
gamification in education. We
identified the use of the following game mechanics: points, badges, levels,
progress bars, leaderboards, virtual
currency, and avatars. Point systems manage the acquisition and spending of points
that quantify user performance.
Badges are given for special achievements. Based on the received points and badges,
users are ranked on
leaderboards that reflect their performance in comparison to other users. Levels
show the user’s expertise and
progress and where the player is in the game. Progress bars provide a percentage-
based graphical representation of
the players’ progress. Virtual currency is used for purchasing in-game (virtual)
goods
======================= Note 9 ===========================
game mechanisms (points; badges; levels; leaderboard; virtual goods; avatars)