Gamification as a Field Landmark in Educational Research

Journal of Language and Education, 2019, 5(3), 4-10. doi: 10.17323/jle.2019.10688

7 Pages Posted: 16 Jan 2020

See all articles by Lilia Raitskaya

Lilia Raitskaya

Moscow State Institute of International Relations (MGIMO)

Elena Tikhonova

Peoples' Friendship University of Russia (RUDN); National Research University Higher School of Economics; Moscow State University of Food Production

Date Written: September 30, 2019

Abstract

In their editorial review, the JLE editors consider the concept of gamification, its spread in higher education research, and relevance at present. The authors analyse the current Scopus statistics to prove the prominence of the theme for researchers. The JLE scope can be further enriched via more studies on gamification in higher education and games in learning at large. The editorial may prompt the potential authors to proceed with more profound research in gamification learning techniques applicable to education.

Keywords: gamification; game; game-based learning; gamified app; student engagement; virtual environment; flow theory

Suggested Citation

Raitskaya, Lilia and Tikhonova, Elena, Gamification as a Field Landmark in Educational Research (September 30, 2019). Journal of Language and Education, 2019, 5(3), 4-10. doi: 10.17323/jle.2019.10688, Available at SSRN: https://ssrn.com/abstract=3511744

Lilia Raitskaya

Moscow State Institute of International Relations (MGIMO) ( email )

Prospekt Vernadskogo, 76
Moscow, 119454
Russia

Elena Tikhonova (Contact Author)

Peoples' Friendship University of Russia (RUDN) ( email )

Miklukho-Maklaya ul., 6
Moscow, Russian Federation 117198
Russia

National Research University Higher School of Economics ( email )

Myasnitskaya street, 20
Moscow, Moscow 119017
Russia

Moscow State University of Food Production ( email )

Volokolamskoe shosse, 11
Moscow
Russia

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