Can digital natives level-up in a gamified curriculum?

Penny de Byl*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionResearchpeer-review

7 Citations (Scopus)

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 languageEnglish
Title of host publicationFuture challenges, sustainable futures
Subtitle of host publicationIn proceedings ASCILITE Wellington, 2012
EditorsM. Brown, M. Hartnett, T. Stewart
Place of PublicationNew Zealand
PublisherASCILITE
Pages256-266
ISBN (Electronic)9780473229894
Publication statusPublished - 2012
EventAnnual conference of the Australian Society for Computers in Tertiary Education - Wellington, Wellington, New Zealand
Duration: 25 Nov 201228 Nov 2012
http://ascilite2012.org/

Conference

ConferenceAnnual conference of the Australian Society for Computers in Tertiary Education
Abbreviated titleASCILITE 2012
Country/TerritoryNew Zealand
CityWellington
Period25/11/1228/11/12
Internet address

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