HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?
As the title suggests, this paper compares the underlying assumptions, theory, and practice of gamification and game-based learning through the lens of pop-cultural references, specifically: the Matrix movie series. Thus, and in keeping with the theme of the movies, we hope to “redpill” readers into...
| Published in: | Digital Culture & Education |
|---|---|
| Main Authors: | , , , |
| Format: | Article |
| Language: | English |
| Published: |
Digital Culture & Education (DCE)
2022-06-01
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| Subjects: | |
| Online Access: | https://www.digitalcultureandeducation.com/volume-143-papers/how-is-gamification-like-being-trapped-in-the-matrix-and-what-is-the-real-world-of-game-based-learning |
