@ARTICLE{10.21494/ISTE.OP.2023.0972, TITLE={Forms and meaning of gamified educational innovation A case study: The Pix platform}, AUTHOR={Michel Lavigne, }, JOURNAL={Technology and Innovation}, VOLUME={8}, NUMBER={Issue 3}, YEAR={2023}, URL={http://openscience.fr/Forms-and-meaning-of-gamified-educational-innovation-A-case-study-The-Pix}, DOI={10.21494/ISTE.OP.2023.0972}, ISSN={2399-8571}, ABSTRACT={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.}}