Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
16th Annual Conference
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Special session
Towards a Practical Framework for Engaging Learning Designs
New Trends and Prospects in Gamification Research
*Shinya KOBAYASHI
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 26-31

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Abstract
Since its emergence in the 2010s, gamification has attracted attention in education as a means to enhance learner motivation. However, many implementations remain one-off classroom practices or experimental trials, and it is difficult to say that gamification has become embedded in everyday educational practice. At the same time, research in education has shifted its focus from motivation to the broader concept of student engagement, and increasing attention is being paid to learning designs that immerse learners and foster active participation in day-to-day classroom environments. The purpose of this paper is to review prior studies through the lens of engagement in order to explore how gamification can be used in ways that contribute to everyday educational practice today, and to examine what kinds of theoretical frameworks can serve as practical guidelines for learning design. Drawing on Landers’ Gamified Learning Theory and Rivera and Garden’s Gamification for Student Engagement Framework, the paper proposes to redefine gamification as a design resource or reference for learning that lies as an extension of general instructional design processes.
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© 2026 Digital Research Association JAPAN

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