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
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