Abstract
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.
Original language | English |
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Title of host publication | Electric dreams |
Subtitle of host publication | 30th ascilite conference proceedings 2013 |
Editors | H Carter, M Gosper, J Hedberg |
Place of Publication | Sydney |
Publisher | Macquarie University |
Pages | 221-230 |
Number of pages | 10 |
ISBN (Electronic) | 9781741384031 |
Publication status | Published - 2013 |
Event | 30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013 - Sydney, Sydney, Australia Duration: 1 Dec 2013 → 4 Dec 2013 |
Conference
Conference | 30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013 |
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Country/Territory | Australia |
City | Sydney |
Period | 1/12/13 → 4/12/13 |