Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/17988
Title: Gamification and digital games-based learning in the classroom
Contributor(s): Gregory, Sue  (author)orcid ; Reiners, Torsten (author); Wood, Lincoln C (author); Teras, Hanna (author); Teras, Marko (author); Henderson, Michael (author)
Publication Date: 2015
Handle Link: https://hdl.handle.net/1959.11/17988
Abstract: Teachers want their lessons to be enjoyable, immersive, productive and full of learning. In this regard, digital games have everything they want. Successful digital games maintain players' attention, require them to solve problems, acquire new knowledge and learn new skills. Moreover, despite the considerable amount of learning, emotional investment (including frustration) and often monotonous labour (for example, working back through levels each time you 'die'), players will not only persist but also call it 'fun'. It is not surprising then that the idea of incorporating digital games into the classroom has taken hold of teachers for decades. More recently, educators have realised that they can also learn from the success of digital games and use game principles to 'gamify' learning activities. However, digital games are not a 'magic bullet' for education. Giving students a digital game does not ensure that they will be learning in the classroom; the teacher will still have to resolve behaviour management and motivation issues. This chapter aims to explain how digital games and gamification can be used in education, while also pointing out some related concerns.
Publication Type: Book Chapter
Source of Publication: Teaching and Digital Technologies: Big issues and critical questions, p. 127-141
Publisher: Cambridge University Press
Place of Publication: Port Melbourne, Australia
ISBN: 9781107451971
Fields of Research (FoR) 2008: 130103 Higher Education
130212 Science, Technology and Engineering Curriculum and Pedagogy
130106 Secondary Education
Fields of Research (FoR) 2020: 390303 Higher education
390113 Science, technology and engineering curriculum and pedagogy
390306 Secondary education
Socio-Economic Objective (SEO) 2008: 930101 Learner and Learning Achievement
930102 Learner and Learning Processes
930103 Learner Development
Socio-Economic Objective (SEO) 2020: 160101 Early childhood education
HERDC Category Description: B1 Chapter in a Scholarly Book
Publisher/associated links: http://trove.nla.gov.au/version/211874950
Editor: Editor(s): Michael Henderson, Geoff Romeo
Appears in Collections:Book Chapter
School of Education

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