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Gaming the Learning: Making curricular tools such as tests, presentations, and learning activities intrinsically fun

, West Virginia UniversitySuncrest Middle School, United States ; , West Virginia University, United States

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


“Gaming the Learning” is a process whereby curricular tools such as tests, presentations, and learning activities can be used to enhance the intrinsic fun involved in learning and therefore increase motivation and learning outcomes. This study investigated the effects of “Gaming the Learning” in a middle school general science class. The participants for this study were 165 students, ages 13-14 years old, who were enrolled in 8th grade at a mid-Atlantic middle school. For this study an introductory biology unit was designed using “Gaming the Learning”. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning.


Dowling, A. & Ahern, T. (2016). Gaming the Learning: Making curricular tools such as tests, presentations, and learning activities intrinsically fun. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2822-2826). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 26, 2019 from .


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