Key attributes of engagement in a gamified learning environment

Penny de Byl*, James Hooper

*Corresponding author for this work

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

14 Citations (Scopus)
4 Downloads (Pure)

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 languageEnglish
Title of host publicationElectric dreams
Subtitle of host publication30th ascilite conference proceedings 2013
EditorsH Carter, M Gosper, J Hedberg
Place of PublicationSydney
PublisherMacquarie University
Pages221-230
Number of pages10
ISBN (Electronic)9781741384031
Publication statusPublished - 2013
Event30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013 - Sydney, Sydney, Australia
Duration: 1 Dec 20134 Dec 2013

Conference

Conference30th Annual conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013
Country/TerritoryAustralia
CitySydney
Period1/12/134/12/13

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