Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/13830
Title: Engaging online students through the gamification of learning materials: The present and the future
Contributor(s): McGrath, Naomi  (author)orcid ; Bayerlein, Leopold  (author)orcid 
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.pdfOpen Access Link
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: ASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International 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
Fields of Research (FoR) 2008: 130203 Economics, Business and Management Curriculum and Pedagogy
Fields of Research (FoR) 2020: 390103 Economics, business and management curriculum and pedagogy
Socio-Economic Objective (SEO) 2008: 930201 Pedagogy
Socio-Economic Objective (SEO) 2020: 160302 Pedagogy
Peer Reviewed: Yes
HERDC Category Description: E1 Refereed Scholarly Conference Publication
Appears in Collections:Conference Publication

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