Gamification of Tertiary Courses

An Exploratory Study of Learning and Engagement

Authors

  • Varina Paisley

DOI:

https://doi.org/10.14742/apubs.2013.1454

Keywords:

Gamification, management, student engagement, learning principles, motivation, education

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.

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Published

2013-11-30

Issue

Section

ASCILITE Conference - Concise Papers