Abstract
Many educators and technology developers advocate the use of gamification in educational environments. However, it is important to evaluate the applicability and value of gaming elements to the environments in which they are being implemented. Early Childhood Education (ECE) presents a unique educational context framed by national curricula and philosophical approaches that influence the adoption of technology, and therefore, gamification as an approach to enhancing learning through intrinsic motivation and engagement. This chapter evaluates the applicability and value of gaming elements to the use of technology in Early Childhood Education (ECE). Various definitions of gamification, particularly in the context of education, are considered. Six tenets of ECE and the concept of play are explored to inform an analysis of the appropriateness of gaming elements to ECE.
| Original language | English |
|---|---|
| Title of host publication | Gamification for Human Factors Integration |
| Subtitle of host publication | Social, Education, and Psychological Issues |
| Editors | Jonathan Bishop |
| Place of Publication | united states |
| Publisher | IGI Global |
| Chapter | 14 |
| Pages | 225-241 |
| Number of pages | 17 |
| ISBN (Electronic) | 9781466650749 |
| ISBN (Print) | 1466650710, 9781466650725 |
| DOIs | |
| Publication status | Published - 21 Sept 2015 |
| Externally published | Yes |
Publication series
| Name | Advance in Human and Social Aspects of Technology (AHSAT) |
|---|---|
| Publisher | IGI Global |
| ISSN (Print) | 328-1316 |
| ISSN (Electronic) | 2328-1324 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
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