A Review on the Contribution of ClassDojo as Point System Gamification in Education
Abstract
Maintaining students’ engagement and classroom management have been among the major challenges teachers encounter in schools. Gamification of education has proposed solutions via online platforms to assist teachers in controlling students’ behaviours by point system gamification. ClassDojo, as a point system platform, seems to limit its contribution to classroom behaviour without demonstrating evidence of its positive influence in attaining the learning outcomes. This paper reviews the effectiveness of ClassDojo and underpins the potential negative impact on students motivation and learning.
Domains
Computer Science [cs]Origin | Files produced by the author(s) |
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