DocumentCode :
3561519
Title :
Experimenting with gamification in the classroom
Author :
Grant, Emanuel S. ; Shankararaman, Venky ; Loong, Jeremy Leck Kian
Author_Institution :
Dept. of Comput. Sci., Univ. of North Dakota, Grand Forks, ND, USA
fYear :
2014
Firstpage :
79
Lastpage :
83
Abstract :
With the advancement in computing technologies many professional have sought to advance their professions by applying such technologies. Initially, the teaching profession has been slow to apply new technologies in the field of education. This trend is being reversed with the adaptation of various computing technology-based strategies and tools in the classroom. One such approach is the use of gaming strategies in lecture-oriented teaching. The motivation for introducing gaming techniques in the classroom is to address the waning interest of students in classroom delivered material, and the poor transferal of knowledge from instructor to student, visa-vi lectures. This paper documents an attempt at introducing gamification in the classroom to engage students and improve the teaching and learning paradigm.
Keywords :
computer aided instruction; teaching; classroom delivered material; computing technology-based strategy; education; gamification; gaming strategy; gaming technique; lecture-oriented teaching; teaching profession; visa-vi lecture; waning interest; Computer science; Computers; Conferences; Engineering education; Games; Information technology; Gamification; curriculum; education; social implication;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Engineering Education (ICEED), 2014 IEEE 6th Conference on
Print_ISBN :
978-1-4799-4596-2
Type :
conf
DOI :
10.1109/ICEED.2014.7194692
Filename :
7194692
Link To Document :
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