Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/30832
Title: Utilising Online Gamification to Promote Student Success and Retention in Tertiary Settings
Contributor(s): Harrington, Ingrid  (author)orcid ; Mellors, Marc J (author)
Publication Date: 2021
Early Online Version: 2021-06-15
Open Access: Yes
DOI: 10.5430/ijhe.v10n7p45
Handle Link: https://hdl.handle.net/1959.11/30832
Abstract: The role of gamification in Australian higher educational learning has gained increasing currency in recent years, with many proponents promoting its usefulness for improving the university student experience by increasing progression and lowering attrition, particularly among first year students (Charles, Charles, McNeill, Bustard, & Black, 2011). However, some students express reservations that the inherently competitive nature of some gamified learning activities negatively impact their learning experience, especially when compared to classic instructional methods (Charles et al., 2011). This discussion and instructional paper undertakes a review of the gamification literature within the Australian higher education context, concurrently exploring what it means and how to use gamification to enhance student learning. The paper provides a short biographic summary of the positive impact selected popular gamified activities has had on improving student engagement, participation and retention in tertiary settings.
Publication Type: Journal Article
Source of Publication: International Journal of Higher Education, 10(7), p. 45-52
Publisher: Sciedu Press
Place of Publication: Canada
ISSN: 1927-6052
1927-6044
Fields of Research (FoR) 2020: 390307 Teacher education and professional development of educators
Socio-Economic Objective (SEO) 2020: 160102 Higher education
Peer Reviewed: Yes
HERDC Category Description: C1 Refereed Article in a Scholarly Journal
Appears in Collections:Journal Article
School of Education

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