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Integrating Structural Gamification into Pre-Service Teacher Education
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, University of Lethbridge, Canada

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Washington, DC, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

Abstract: This paper outlines how structural gamification was used as a tool for delivering a course entitled: Gaming and Gamification in Education,- in a small Canadian University. Quest-Based Learning (QBL) using 3D GameLab was integrated for all course assignments and meta-teaching was used to engage the students in discussions about the course delivery and student learning. In addition to completing self-selected online quests, students participated in a variety of gamified in-class group and individual activities, as well as maintained a blog to record their reactions to the course delivery, course assessment and their reflections on gaming and gamification in the classroom. An overview of the course delivery as well as initial student feedback on the gamified solution, including responses to the use of Experience Points (XP) as the grading method, are discussed.

Citation

Beaudin, L. (2016). Integrating Structural Gamification into Pre-Service Teacher Education. In Proceedings of E-Learn: World Conference on E-Learning (pp. 1132-1136). Washington, DC, United States: Association for the Advancement of Computing in Education (AACE). Retrieved July 15, 2020 from .

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