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Learning is Fun: Enhancing Learning Experience through Gamification

KEYWORDS: gamification, technology-supported learning, diversity, flipped classroom, student engagement

Engagement with students in learning activities has become increasingly important in Higher Education. To achieve flipped classroom, diversity in higher education, and student engagement, I reviewed the concept of gamification and designed a Personal and Professional Development course by incorporating several gamified elements that can be relatively easily incorporated into existing approaches and virtual learning environments (VLEs). Preliminary findings of the effectiveness of the gamified course were supported by evidence of student participation in learning activities. Also, opportunities and challenges of using gamification in course design are discussed.

Author(s):

Crystal Han-Huei Tsay
University of Greenwich
th23@gre.ac.uk
United Kingdom

 

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