Gamification of tertiary courses

an exploratory study of learning and engagement

Varina Paisley*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contribution

5 Citations (Scopus)

Abstract

‘Gamification’ is the implementation of game elements into non-game settings. In education, the purpose of gamification is to increase student engagement and motivation through the introduction of game elements such as leaderboards, badges and levels. Currently there is limited research into gamification in education and much of the research has focused on young children and ‘play’ or the implementation of gaming into classes, often technology based classes. This study explores the effectiveness of gamification in tertiary management education which may have implications for a wide range of tertiary education fields and identifies areas for further research.

Original languageEnglish
Title of host publication30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013
EditorsH. Carter, M. Gosper, J. Hedberg
PublisherASCILITE
Pages671-675
Number of pages5
ISBN (Electronic)9781741384031
Publication statusPublished - 2013
Event30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013 - Sydney, Australia
Duration: 1 Dec 20134 Dec 2013

Other

Other30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013
CountryAustralia
CitySydney
Period1/12/134/12/13

Keywords

  • Education
  • Gamification
  • Learning principles
  • Management
  • Motivation
  • Student engagement

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