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“Two years of living dangerously...” or will gamification increase student engagement in courses?
PROCEEDING

, , Utrecht University of Applied Sciences, Netherlands

Society for Information Technology & Teacher Education International Conference, in Savannah, GA, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

Two years ago the Utrecht university of Applied Sciences introduced "blended" learning as a pilot for several of its Master courses. This required a serious shift in perspective form both teachers and students.The success of this experiment, which has now been extended to all faculties of the university and now has 1000 courses presented as blended is largely due to its strong didactical concept and the user-friendliness of the online learning environment. The success has surprised us all, but we won't become complacent. Since then, we haven't stood still and are now introducing elements of gamification into our courses to further increase student engagement.

Citation

van der Stap, N. & Edwards, S. (2016). “Two years of living dangerously...” or will gamification increase student engagement in courses?. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 3105-3109). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved October 17, 2019 from .