
Play As You Learn: Gamification as a Technique for Motivating Learners
PROCEEDINGS
Ian Glover, Sheffield Hallam University, United Kingdom
AACE Award
EdMedia + Innovate Learning, in Victoria, Canada ISBN 978-1-939797-03-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Abstract
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of a learning activity to be clear. Gamification is a recent concept, primarily from the web development industry, that can make learning activities more active and participatory. This paper provides an overview of the background of gamification, the relevant key game concepts, gives an overview of examples from outside education and provides some suggestions for implementing gamification in education generally, and e-learning specifically. This paper is intended to give readers an overview of gamification, allowing an informed analysis of the technique in their own context to be made.
Citation
Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 1999-2008). Victoria, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved May 29, 2023 from https://www.learntechlib.org/primary/p/112246/.
© 2013 Association for the Advancement of Computing in Education (AACE)
Keywords
Cited By
View References & Citations Map-
Learning to be better at the game: Performance vs. completion contingent reward for game-based learning
Juneyoung Park, Seunghyun Kim, Auk Kim & Mun Y. Yi
Computers & Education Vol. 139, No. 1 (October 2019) pp. 1–15
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Slides
- Play-as-You-Learn.pptx (Access with Subscription)