Gamification as a Field Landmark in Educational Research

Keywords: gamification, game, game-based learning, gamified app, student engagement, virtual environment, flow theory

Abstract

In their editorial review, the JLE editors consider the concept of gamification, its spread in higher education research, and relevance at present. The authors analyse the current Scopus statistics to prove the prominence of the theme for researchers. The JLE scope can be further enriched via more studies on gamification in higher education and games in learning at large. The editorial may prompt the potential authors to proceed with more profound research in gamification learning techniques applicable to education.

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Published
2019-09-30
How to Cite
RaitskayaL., & TikhonovaE. (2019). Gamification as a Field Landmark in Educational Research. Journal of Language and Education, 5(3), 4-10. https://doi.org/10.17323/jle.2019.10688

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