You are here:

Mobile Gamification in Education Engage, Educate and Entertain via Gamified Mobile Apps

, Deakin University Faculty of Science Engineering and Built Environment, School of Information Techno, Australia ; , Jacob University, Economics Department, Germany ; , Faculty of Telematics, University of Colima, Mexico

Society for Information Technology & Teacher Education International Conference, in Jacksonville, Florida, United States ISBN 978-1-939797-07-0 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA


Digital games are very popular amongst the digital natives; they use them for entertainment engagement, enjoyment and fun. With the emergence of the internet and mobile apps edutainment and gamification is also becoming increasingly important in the educational sector. With the rapid development of mobile technologies and applications, games are now entering a new era where their purpose is no longer for entertaining only but also for educating and informing. Games can offer interactive learning activities and tasks that can foster collaboration and creativity.
Drawing on the experience of gamification, this explorative paper examines key strategies by which instructors can introduce interactive mobile game elements to the classroom in ways that are simple and engaging.


Khaddage, F., Lattemann, C. & Acosta-Díaz, R. (2014). Mobile Gamification in Education Engage, Educate and Entertain via Gamified Mobile Apps. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 1654-1660). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 23, 2019 from .

View References & Citations Map


  1. Björk, S. & Holopainen, J. (2005). Patterns in Game Desing. CharlesRiver Media, Boston (2005).
  2. Buckingham D. & Scanlon M. (2000). That is edutainment: media, pedagogy and the marketplace. Paper presented to the International Forum of Researchers on Young People and the Media, Sydney.
  3. Duggan K. (2013). The Case of Gamification Industry (Interview with Kris Duggan) [accessed on Jan 2014]
  4. Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011) From game design elements to gamefulness: defining "gamification"; in: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments: pp. 9-15.
  5. Flatla, D., Gutwin, C., Nacke, L., Bateman, S. & Mandryk, R. (2011). Calibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game ElementsUIST 2011, Santa Barbara, California.
  6. Flurry (2013) Analytical research group, information available online from [Accessed Jan 2014]
  7. Johnson, L., Adams, S., Cummins, M., Estrada, V., Freeman, A. & Ludgate, H. (2013). The NMC Horizon Report: 2013 Higher Education Edition. Http:// [Accessed Jan 2014]
  8. Khaddage, F. & Knezek, G. (2012) Convert your thinking! Creativity and imagination using mobile applications, in Dowling, Sean; Gunn, Cindy; Raven, John and Gitsaki, Christina (eds), 2012 : Proceedings of the e-Learning in Action 2012 conference, pp. 1-11, HCT, Abu Dhabi, UAE
  9. Khaddage, F. (2014) “Towards Mobilizing Mathematics via Gamification and Mobile Applications (Apps).” book chapter in Routledge Taylor& Francis Group New York and London. [In Press]
  10. Khaddage, F. & Knezek, G. (2011) “Device Independent Mobile Applications for Teaching and Learning: Challenges, Barriers and Limitations”. Proceedings of Global Learn AsiaPacific 2011(pp. 17),
  11. Lattemann, C. & Khaddage, F. (2013) A Review of the Current Status of Mobile Apps in Education; in: Alon, Jones, McIntyre (Eds.) Innovation in Business Education in Emerging Countries; McMillanPalgrave.
  12. Lepouras, G., Vassilakis, C. (2004). Virtual museums for all: employing game technology for edutainment. Virtual Reality. Vol 8(2): pp. 96–106.
  13. Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Proceedings of Games+Learning+Society 8.0, Madison, WI.
  14. Okan, Z. (2003). Edutainment: is learning at risk?, British Journal of Educational Technology, Vol. 34 (3): pp.255-264
  15. Pavlus, J. (2010). The Game of Life. Scientific American, Vol. 303 (6): pp. 43-44
  16. Shneiderman, B. (2004). Designing for Fun: How Can We Design User Interfaces to Be More Fun? Interactions, Vol. 11(5): 48-50
  17. Steele, A. (2013) B2E “Gamification increases employee productivity” available online from [accessed January 2014]
  18. Ross, P. (2013) Case Study: “Math teacher uses gamification to help at-risk students succeed” [Accessed on Jan 2014]
  19. Squire, K. & Jenkins, H. (2003). Harnessing the power of games in education. Insight, Vol. 3, pp. 1-29.
  20. Vassileva, J. (2012). Motivating participation in social computing applications: a user modeling perspective. User Modeling and User-Adapted Interaction. Vol. 22 (1-2): pp. 177–201.
  21. Von Ahn, L., & Dabbish, L. (2008). Designing games with a purpose, Communications of the ACM, Vol. 51(8): 58-67
  22. Xu, Y. (2011). Literature Review on Web Application Gamification and Analytics. CSDL Technical Report 11-05.
  23. Zichermann, G., & Cunningham, C. (2011) Gamification by Design, O’Reilly Media, Sebatsapol.

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact