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 language | English |
|---|---|
| Title of host publication | 30th ascilite Conference Proceedings |
| Editors | Helen Carter, John Hedberg, Maree Gosper |
| Place of Publication | Sydney, Australia |
| Publisher | Macquarie University |
| Pages | 573-577 |
| ISBN (Print) | 9781741384031 |
| Publication status | Published - 31 Dec 2013 |
| Event | ASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International Conference - Sydney, Australia Duration: 1 Dec 2013 → 4 Dec 2013 |
Conference
| Conference | ASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International Conference |
|---|---|
| City | Sydney, Australia |
| Period | 1/12/13 → 4/12/13 |
Keywords
- Economics, Business and Management Curriculum and Pedagogy
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