Key Attributes of Engagement in a Gamified Learning Environment
DOI:
https://doi.org/10.14742/apubs.2013.1371Keywords:
Gamification, Pedagogy, Games-Based Learning, Curriculum, Student EngagementAbstract
Successful computer games and effective educational environments share many similar key attributes relating to instruction, goals, feedback and interaction. Unfortunately, many educators find it difficult to implement strategies in their curriculum to compete with the engagement of computer games. The recent surge in the popularity of gamification may hold the key and provide a framework by which teachers can implement simple strategies to increase engagement in their classrooms. To contribute to this domain about the affordances of gamification in education, this paper argues that the key attributes of engagement are the same whether they are in an education or game setting. It also extends a previous study that revealed a five dimensional model of gamified curriculum factors and examines each with respect to student engagement. The conclusion is the amount of engagement in the gamified classroom is dependent on the individual student's playfulness and acceptance of innovative and dynamic pedagogies.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Penny de Byl, James Hooper
This work is licensed under a Creative Commons Attribution 4.0 International License.