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) ; 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: | 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 |
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Appears in Collections: | Conference Publication |
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