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 language | English |
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Title of host publication | 30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013 |
Editors | H. Carter, M. Gosper, J. Hedberg |
Publisher | ASCILITE |
Pages | 671-675 |
Number of pages | 5 |
ISBN (Electronic) | 9781741384031 |
Publication status | Published - 2013 |
Event | 30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013 - Sydney, Australia Duration: 1 Dec 2013 → 4 Dec 2013 |
Other
Other | 30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013 |
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Country/Territory | Australia |
City | Sydney |
Period | 1/12/13 → 4/12/13 |
Keywords
- Education
- Gamification
- Learning principles
- Management
- Motivation
- Student engagement