Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/13830
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dc.contributor.authorMcGrath, Naomien
dc.contributor.authorBayerlein, Leopolden
local.source.editorEditor(s): Helen Carter, John Hedberg, Maree Gosperen
dc.date.accessioned2014-01-08T11:12:00Z-
dc.date.issued2013-
dc.identifier.citation30th ascilite Conference Proceedings, p. 573-577en
dc.identifier.isbn9781741384031en
dc.identifier.urihttps://hdl.handle.net/1959.11/13830-
dc.description.abstractThe 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.en
dc.languageenen
dc.publisherMacquarie Universityen
dc.relation.ispartof30th ascilite Conference Proceedingsen
dc.titleEngaging online students through the gamification of learning materials: The present and the futureen
dc.typeConference Publicationen
dc.relation.conferenceASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International Conferenceen
dcterms.accessRightsGolden
dc.subject.keywordsEconomics, Business and Management Curriculum and Pedagogyen
local.contributor.firstnameNaomien
local.contributor.firstnameLeopolden
local.subject.for2008130203 Economics, Business and Management Curriculum and Pedagogyen
local.subject.seo2008930201 Pedagogyen
local.profile.schoolSchool of Artsen
local.profile.schoolUNE Business Schoolen
local.profile.emailnblackb2@une.edu.auen
local.profile.emaillbayerl2@une.edu.auen
local.output.categoryE1en
local.record.placeauen
local.record.institutionUniversity of New Englanden
local.identifier.epublicationsrecordune-20140108-085443en
local.date.conference1st - 4th December, 2013en
local.conference.placeSydney, Australiaen
local.publisher.placeSydney, Australiaen
local.format.startpage573en
local.format.endpage577en
local.url.openhttp://www.ascilite.org/conferences/sydney13/program/papers/McGrath.pdfen
local.peerreviewedYesen
local.title.subtitleThe present and the futureen
local.access.fulltextYesen
local.contributor.lastnameMcGrathen
local.contributor.lastnameBayerleinen
dc.identifier.staffune-id:nblackb2en
dc.identifier.staffune-id:lbayerl2en
local.profile.orcid0000-0001-9617-3421en
local.profile.orcid0000-0001-8337-3133en
local.profile.roleauthoren
local.profile.roleauthoren
local.identifier.unepublicationidune:14043en
dc.identifier.academiclevelAcademicen
dc.identifier.academiclevelAcademicen
local.title.maintitleEngaging online students through the gamification of learning materialsen
local.output.categorydescriptionE1 Refereed Scholarly Conference Publicationen
local.conference.detailsASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International Conference, Sydney, Australia, 1st - 4th December, 2013en
local.search.authorMcGrath, Naomien
local.search.authorBayerlein, Leopolden
local.uneassociationUnknownen
local.year.published2013en
local.subject.for2020390103 Economics, business and management curriculum and pedagogyen
local.subject.seo2020160302 Pedagogyen
local.date.start2013-12-01-
local.date.end2013-12-04-
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