Utilising Online Gamification to Promote Student Success and Retention in Tertiary Settings

Title
Utilising Online Gamification to Promote Student Success and Retention in Tertiary Settings
Publication Date
2021
Author(s)
Harrington, Ingrid
( author )
OrcID: https://orcid.org/0000-0002-1898-4795
Email: iharring@une.edu.au
UNE Id une-id:iharring
Mellors, Marc J
Type of document
Journal Article
Language
en
Entity Type
Publication
Publisher
Sciedu Press
Place of publication
Canada
DOI
10.5430/ijhe.v10n7p45
UNE publication id
une: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.
Link
Citation
International Journal of Higher Education, 10(7), p. 45-52
ISSN
1927-6052
1927-6044
Start page
45
End page
52
Rights
Attribution 4.0 International

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