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Engaging online students through the gamification of learning materials: The present and the future

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

27 Citations (Scopus)

Abstract

The benefits of gamification in learning and instructional design to help engage and improve student learning online are investigated in this paper. The use of scenario-based learning and alternate reality gaming (ARG) are identified as key representations for improving user engagement, productivity and help shift away from classroom based learning activities towards fully self-paced and collaborative online activities. The paper outlines the reasoning behind, and the advantages of, using scenario-based and alternate reality gaming as an instructional tool in tertiary online education.
Original languageEnglish
Title of host publication30th ascilite Conference Proceedings
EditorsHelen Carter, John Hedberg, Maree Gosper
Place of PublicationSydney, Australia
PublisherMacquarie University
Pages573-577
ISBN (Print)9781741384031
Publication statusPublished - 31 Dec 2013
EventASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International Conference - Sydney, Australia
Duration: 1 Dec 20134 Dec 2013

Conference

ConferenceASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International Conference
CitySydney, Australia
Period1/12/134/12/13

Keywords

  • Economics, Business and Management Curriculum and Pedagogy

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