Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Assignments | 1 |
| Competition | 1 |
| Design | 1 |
| Familiarity | 1 |
| Fiction | 1 |
| Foreign Countries | 1 |
| Game Based Learning | 1 |
| Introductory Courses | 1 |
| Learning Processes | 1 |
| Novelty (Stimulus Dimension) | 1 |
| Outcomes of Education | 1 |
| More ▼ | |
Source
| International Journal of… | 1 |
Author
| Carvalho, Leandro Silva Galvão | 1 |
| Cristea, Alexandra I. | 1 |
| Fernandes, David | 1 |
| Isotani, Seiji | 1 |
| Oliveira, Elaine H. T. | 1 |
| Palomino, Paula T. | 1 |
| Pereira, Filipe D. | 1 |
| Pessoa, Marcela | 1 |
| Rodrigues, Luiz | 1 |
| Toda, Armando M. | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Research | 1 |
Education Level
Audience
Location
| Brazil | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Rodrigues, Luiz; Pereira, Filipe D.; Toda, Armando M.; Palomino, Paula T.; Pessoa, Marcela; Carvalho, Leandro Silva Galvão; Fernandes, David; Oliveira, Elaine H. T.; Cristea, Alexandra I.; Isotani, Seiji – International Journal of Educational Technology in Higher Education, 2022
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term…
Descriptors: Game Based Learning, Novelty (Stimulus Dimension), Familiarity, Learning Processes

Peer reviewed
Direct link
