TY - Type of reference TI - Forms and meaning of gamified educational innovation A case study: The Pix platform AU - Michel Lavigne AB - Today, the gamification movement affects all digital application sectors, particularly that of education. The term nevertheless covers various meanings and we endeavor to explore it here as a socio-technical innovation. Then, based on the latest research, we identify its impact in the field of education. We study a particular application with the Pix software, which is used for learning digital skills, and analyze the feedback through a user survey and a study of the results. These elements allow us to discuss the educational impact of gamification and the meaning it attributes to the concept of play. DO - 10.21494/ISTE.OP.2023.0972 JF - Technology and Innovation KW - Gamification, game, education, Pix, digital platform, sociology of innovation, Gamification, jeu, éducation, Pix, plateforme numérique, sociologie de l’innovation, L1 - https://www.openscience.fr/IMG/pdf/iste_techinn23v8n3_2.pdf LA - en PB - ISTE OpenScience DA - 2023/05/11 SN - 2399-8571 TT - Formes et sens de l’innovation éducative gamifiée Une étude de cas : la plateforme Pix UR - https://www.openscience.fr/Forms-and-meaning-of-gamified-educational-innovation-A-case-study-The-Pix IS - Issue 3 VL - 8 ER -