Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/30832
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dc.contributor.authorHarrington, Ingriden
dc.contributor.authorMellors, Marc Jen
dc.date.accessioned2021-06-23T23:11:57Z-
dc.date.available2021-06-23T23:11:57Z-
dc.date.issued2021-
dc.identifier.citationInternational Journal of Higher Education, 10(7), p. 45-52en
dc.identifier.issn1927-6052en
dc.identifier.issn1927-6044en
dc.identifier.urihttps://hdl.handle.net/1959.11/30832-
dc.description.abstractThe 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.en
dc.languageenen
dc.publisherSciedu Pressen
dc.relation.ispartofInternational Journal of Higher Educationen
dc.rightsAttribution 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.titleUtilising Online Gamification to Promote Student Success and Retention in Tertiary Settingsen
dc.typeJournal Articleen
dc.identifier.doi10.5430/ijhe.v10n7p45en
dcterms.accessRightsUNE Greenen
local.contributor.firstnameIngriden
local.contributor.firstnameMarc Jen
local.profile.schoolSchool of Educationen
local.profile.emailiharring@une.edu.auen
local.output.categoryC1en
local.record.placeauen
local.record.institutionUniversity of New Englanden
local.publisher.placeCanadaen
local.format.startpage45en
local.format.endpage52en
local.peerreviewedYesen
local.identifier.volume10en
local.identifier.issue7en
local.access.fulltextYesen
local.contributor.lastnameHarringtonen
local.contributor.lastnameMellorsen
dc.identifier.staffune-id:iharringen
local.profile.orcid0000-0002-1898-4795en
local.profile.roleauthoren
local.profile.roleauthoren
local.identifier.unepublicationidune:1959.11/30832en
local.date.onlineversion2021-06-15-
dc.identifier.academiclevelAcademicen
dc.identifier.academiclevelAcademicen
local.title.maintitleUtilising Online Gamification to Promote Student Success and Retention in Tertiary Settingsen
local.output.categorydescriptionC1 Refereed Article in a Scholarly Journalen
local.search.authorHarrington, Ingriden
local.search.authorMellors, Marc Jen
local.open.fileurlhttps://rune.une.edu.au/web/retrieve/24428939-5940-42f3-857a-65e5dc0bd643en
local.uneassociationYesen
local.atsiresearchNoen
local.sensitive.culturalNoen
local.year.available2021en
local.year.published2021en
local.fileurl.openhttps://rune.une.edu.au/web/retrieve/24428939-5940-42f3-857a-65e5dc0bd643en
local.fileurl.openpublishedhttps://rune.une.edu.au/web/retrieve/24428939-5940-42f3-857a-65e5dc0bd643en
local.subject.for2020390307 Teacher education and professional development of educatorsen
local.subject.seo2020160102 Higher educationen
local.codeupdate.date2022-03-04T11:57:56.228en
local.codeupdate.epersoniharring@une.edu.auen
local.codeupdate.finalisedtrueen
local.original.for2020390307 Teacher education and professional development of educatorsen
local.original.seo2020160102 Higher educationen
Appears in Collections:Journal Article
School of Education
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This item is licensed under a Creative Commons License Creative Commons