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|Title:||Engaging online students through the gamification of learning materials: The present and the future||Contributor(s):||McGrath, Naomi (author) ; Bayerlein, Leopold (author)||Publication Date:||2013||Open Access:||Yes||Handle Link:||https://hdl.handle.net/1959.11/13830||Open Access Link:||http://www.ascilite.org/conferences/sydney13/program/papers/McGrath.pdf||Abstract:||The benefits of gamification in learning and instructional design to help engage and improve student learning online are investigated in this paper. The use of scenario-based learning and alternate reality gaming (ARG) are identified as key representations for improving user engagement, productivity and help shift away from classroom based learning activities towards fully self-paced and collaborative online activities. The paper outlines the reasoning behind, and the advantages of, using scenario-based and alternate reality gaming as an instructional tool in tertiary online education.||Publication Type:||Conference Publication||Conference Details:||Electric Dreams: 30th ascilite Conference, Sydney, Australia, 1st - 4th December, 2013||Source of Publication:||30th ascilite Conference Proceedings, p. 573-577||Publisher:||Macquarie University||Place of Publication:||Sydney, Australia||Field of Research (FOR):||130203 Economics, Business and Management Curriculum and Pedagogy||Socio-Economic Objective (SEO):||930201 Pedagogy||Peer Reviewed:||Yes||HERDC Category Description:||E1 Refereed Scholarly Conference Publication||Statistics to Oct 2018:||Visitors: 229|
|Appears in Collections:||Conference Publication|
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