Abstract

Students attend the first sessions of your units and then disappear, some of them forever, and some of them have no clue what is going on or they work for other units’ assessments. When it comes to providing them with formative assessment, it is not always well received as it is perceived as extra work. The purpose of this article is to define a gamification framework based on structural gamification that focuses on that weak part of your cohorts that do not engage as much, and it does that in a great way, as it embeds video game rules and role-playing into the curriculum. This is achieved through implementing game elements to the entire second-year cohort (N = 34) of computer game development students, in the unit ‘Engineering Software Systems’. The goal is to motivate and engage the at-risk students of the cohort with lower activity, attendance and involvement in the unit.

Highlights

  • Academics in higher education (HE) seem to find challenge in maintaining the high motivational levels of their students during their teaching from the first to the last session

  • All students were avid gamers, and all were already exposed to gaming terminology as they all either play, watch or stream video games online

  • Students believe that the most engaging aspect is the role-playing game (RPG) fights aspect (F­ igure 2) and the less engaging is leader boards (Figure 3), yet, part of the sample has put leader boards as most engaging and RPG fights as less engaging, so that it only confirms that different elements appeal to different students

Read more

Summary

Introduction

Academics in higher education (HE) seem to find challenge in maintaining the high motivational levels of their students during their teaching from the first to the last session. For the purposes of this article, the framework will only address structural gamification and techniques/ elements that were used within a unit for an entire semester (Kapp 2012). Gamification, on its own, comes in two types: Structural and Content gamification (Kapp 2013) The former tackles structure in varied scopes of education: from lesson and unit plans to course structures without altering the learning content. The latter gamifies the content used in the teaching scenario, be it a 5-min think-pair-share activity, micro-lecture or an assessment activity by adding the elements of challenge, story, choice and reward

Objectives
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.