• 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