Title

Factors at play in tertiary curriculum gamification

Date of this Version

4-1-2013

Document Type

Journal Article

Publication Details

Citation only

De Byl, P. (2013). Factors at play in tertiary curriculum gamification. International Journal of Game-Based Learning, 3(2), 1-21.

Access the journal

© Copyright, IGI Global, 2013

ISSN

2155-6849

Abstract

The compulsion to include games and game related mechanism in education is great among educators who want to engage and motivate today’s students and the latest buzzword in this domain is gamification. However, without a thorough understanding of what a gamified curriculum looks like, how it can best be applied and why it might engross students, it cannot be effectively applied. This research examined a gamified course curriculum structure and evaluated its use in two university level subjects. The objective was to gage student enjoyment and engagement with a heavily gamified curriculum and to understand the aspects that make the practice useful in education. Factor analysis of the dataset revealed the possibility of a six dimensional model of curriculum gamification worthy of future study.

This document is currently not available here.

Share

COinS
 

This document has been peer reviewed.