Self-monitoring and social goals: how a gamified online system shapes reading behavior and foundational self-regulation in elementary students
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A study is examining how a gamified online system affects reading behavior and self-regulation in elementary students. The use of gamification in various contexts, including education and fitness, is also being explored in relation to its potential impact on behavior and motivation. The effects of gamification appear to be a topic of interest across multiple fields, with some research suggesting both positive and potentially negative consequences.
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