Titre : Forms and meaning of gamified educational innovation A case study: The Pix platform Auteurs : Michel Lavigne, Revue : Technology and Innovation Numéro : Issue 3 Volume : 8 Date : 2023/05/11 DOI : 10.21494/ISTE.OP.2023.0972 ISSN : 2399-8571 Résumé : 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. Éditeur : ISTE OpenScience