
The trend Gamification occurred several years ago in the context of digital teaching and training aka e-learning. Looking closer at the development of game-based learning and gamification in computer science, it has to be admitted, that game-based learning seems to have ended in an impasse point where the instructionally smooth integration of learning and gaming has not really been realizable, yet -- at least not without enormous effort by the learning and gaming content author. The situation in gamification in digital teaching and training systems comes in a similar shape. A structured analysis of what gamification is can help to develop a systematic approach, which then can support a structured and methodologically smooth design of gamification for digital teaching and training.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 13 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
