Abstract

Gamification is an innovative pedagogical strategy where digital games are used in an educational setting and as an aid to learning. Recent publications on gamification in the classroom investigate the concept of “meaningful gamification” where, in line with Ryan and Deci’s self-determination theory, competency, autonomy and relatedness are prioritized (Ryan and Deci, 2000, p. 68). The paradigm of meaningful gamification works well as a catalyst in motivating students to read background material and grasp key concepts that facilitate a flipped classroom, and this study measures the impact of this intervention by meaningful gaming on students’ motivation at a higher education level. The context for this study is the module ‘Women in Film’, which is part of the Ideas and Exposition Programme at the Centre for English Language Communication, National University of Singapore.

Highlights

  • Gamification is an innovative pedagogical strategy where digital games are used in an educational setting and as an aid to learning

  • Recent publications on gamification in the classroom investigate the concept of meaningful gamification, where, in line with Ryan and Deci’s self-determination theory, competency, autonomy, and relatedness are prioritized (Ryan & Deci, 2000a, p. 68)

  • Meaningful gamification works as a catalyst in motivating students to read background material and grasp key concepts that in turn facilitate a flipped classroom, as students come to class with a level of competency with the material that enables them to participate in discussions

Read more

Summary

Introduction

Gamification is an innovative pedagogical strategy where digital games are used in an educational setting and as an aid to learning. Recent publications on gamification in the classroom investigate the concept of meaningful gamification, where, in line with Ryan and Deci’s self-determination theory, competency, autonomy, and relatedness are prioritized. The paradigm of meaningful gamification works well as a catalyst in motivating students to read background material and grasp key concepts that facilitate a flipped classroom. This study aims to measure the impact of meaningful gaming on students’ motivation within a Women in Film module designed for students studying English Language Communication at the National University of Singapore (NUS). I outline the theoretical framework underlying meaningful gamification and introduce the unique context of the study

Objectives
Methods
Results
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.