Over the last two decades gamification, digital game-based learning and serious games are areas that have been widely researched. And yet, in spite of this, the literature on gamification, serious games and digital game-based learning indicates a high degree of disagreement on the definitions for these aforementioned terms. This paper aims to tackle this issue by placing such terms on a continuum which illustrates the degree of overlap which exists between gamification, serious games and entertainment games. Following this, the researcher will observe how the continuum works in practice. More specifically, previously existing research conducted by Humberstone & Ly (2016) on browser and native applications for the Bring your own Device (BYOD) classroom will be applied to the continuum. Such applications will be assessed for their “gamefulness”, thereby confirming the relevance of this continuum.
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