Abstract
The compulsion to include games and game related mechanism in education is great among educators who want to engage and motivate today’s students and the latest buzzword in this domain is gamification. However, without a thorough understanding of what a gamified curriculum looks like, how it can best be applied and why it might engross students, it cannot be effectively applied. This research examined a gamified course curriculum structure and evaluated its use in two university level subjects. The objective was to gauge student enjoyment and engagement with a heavily gamified curriculum and to understand the aspects that make the practice useful in education. Exploratory factor analysis of the dataset revealed the possibility of a six dimensional model of curriculum gamification worthy of future study.
Original language | English |
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Title of host publication | Future challenges, sustainable futures |
Subtitle of host publication | In proceedings ASCILITE Wellington, 2012 |
Editors | M. Brown, M. Hartnett, T. Stewart |
Place of Publication | New Zealand |
Publisher | ASCILITE |
Pages | 256-266 |
ISBN (Electronic) | 9780473229894 |
Publication status | Published - 2012 |
Event | Annual conference of the Australian Society for Computers in Tertiary Education - Wellington, Wellington, New Zealand Duration: 25 Nov 2012 → 28 Nov 2012 http://ascilite2012.org/ |
Conference
Conference | Annual conference of the Australian Society for Computers in Tertiary Education |
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Abbreviated title | ASCILITE 2012 |
Country/Territory | New Zealand |
City | Wellington |
Period | 25/11/12 → 28/11/12 |
Internet address |