The Road to Gamification
- 10-08-2023
- Column: Graduate Member Musings
- Author
- Annetta R. Dolowitz
- Published in
- TechTrends | Issue 5/2023
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Excerpt
The article 'The Road to Gamification' delves into the application of gamification in education, specifically within a flipped classroom model. It begins by discussing the author's journey into studying learner engagement through pre-class materials, leading to the discovery of gamification. The article defines gamification and explores its potential to enhance behavioral, cognitive, and emotive engagement among learners. It also examines the role of motivation in learner engagement, drawing on various motivational theories. The author introduces a novel learner typology based on self-determination and expectancy-value theories, suggesting that these factors can predict learner engagement more accurately. The article critically evaluates the mixed results of gamification's effectiveness, highlighting the importance of sound theoretical frameworks and consistent implementation. It concludes by emphasizing the potential of gamification to personalize and scale instructional materials, thereby promoting sustained learning.
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Excerpt
I entered my IDD program as a long-term adjunct professor who had long since drunk the flipped classroom model Kool-Aid. Each of us recalls what it was like to figure out what we would do for our dissertation, some of you are working your way through this now! As with others, I had an idea and a purpose: I was going to study how to improve my students’ engagement in pre-class learning materials. As I completed various literature reviews exploring the history and the mixed results of a flipped-classroom, a trend began to emerge around 2016–2018 as a result of multiple critical literature of the delivery methods of pre-class learning materials (de Araujo et al., 2017; Jensen et al., 2018; Jensen et al., 2015; Lin et al., 2021; Young, 2016, Zainuddin & Halili, 2016; Zainuddin, 2018). Researchers began recommending that pre-class materials should also be engaging, not just the in-class activities (Lin et al., 2021; Zainuddin, 2018). One of the methods being used was gamification (Huang & Hew, 2018, 2021; Zainuddin, 2018). This was my first time learning about gamification and how it differs from game-based courses. Today, in a literature review, there are now systematic reviews of gamification in a flipped classroom (Ekici, 2021; Zainuddin et al., 2020). …
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- Title
- The Road to Gamification
- Author
-
Annetta R. Dolowitz
- Publication date
- 10-08-2023
- Publisher
- Springer US
- Published in
-
TechTrends / Issue 5/2023
Print ISSN: 8756-3894
Electronic ISSN: 1559-7075 - DOI
- https://doi.org/10.1007/s11528-023-00882-6
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