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Gamifying higher education: enhancing learning with mobile game app

Published:26 June 2018Publication History

ABSTRACT

We present a mobile game app (EUR Game) that has been designed to complement teaching and learning in higher education. The mobile game app can be used by teachers to gauge how well students are meeting the learning objectives. Teachers can use the information to provide 'just-in-time' support and adapt their lessons accordingly. For the students, the game app is a study tool that can be used to test their own understanding and monitor their study progress. This, in turn, supports students' self-regulated learning. Gamification elements are also included in the game app to enhance the learning experience. During the demonstration, participants will experience the features of the game app and be engaged in an interactive session to explore the possible ways to use the mobile game app to support teaching and learning.

References

  1. Panadero, E., Andrade, H., & Brookhart, S. (2018). Fusing self-regulated learning and formative assessment: a roadmap of where we are, how we got here, and where we are going. The Australian Educational Researcher, 45(1), 13--31.Google ScholarGoogle ScholarCross RefCross Ref
  2. Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons. The Internet and Higher Education, 33, 86--92.Google ScholarGoogle ScholarCross RefCross Ref

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  • Published in

    cover image ACM Other conferences
    L@S '18: Proceedings of the Fifth Annual ACM Conference on Learning at Scale
    June 2018
    391 pages
    ISBN:9781450358866
    DOI:10.1145/3231644

    Copyright © 2018 ACM

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    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 26 June 2018

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    • short-paper

    Acceptance Rates

    L@S '18 Paper Acceptance Rate24of58submissions,41%Overall Acceptance Rate117of440submissions,27%

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