Gamification of Tertiary Courses
An Exploratory Study of Learning and Engagement
DOI:
https://doi.org/10.14742/apubs.2013.1454Keywords:
Gamification, management, student engagement, learning principles, motivation, educationAbstract
'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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Copyright (c) 2024 Varina Paisley
This work is licensed under a Creative Commons Attribution 4.0 International License.