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A case study in the gamification of a university-level games development course

Published:07 October 2013Publication History

ABSTRACT

Gamification is the application of game mechanics and player incentives to non-game environments. When designed correctly, gamification has been found to increase engagement and encourage targeted behaviours among users. This paper presents the gamification of a university course in Computer Games Development using an online learning management tool, including how this might generalize to other courses.

Our goal with gamification was to improve lecture attendance, content understanding, problem solving skills and general engagement. The success of this intervention was measured using course marks, lecturer evaluations, lecture attendance, and a questionnaire; all with strongly positive results. However, this must be balanced against the costs, both monetary and time, required to successfully implement gamification.

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      • Published in

        cover image ACM Other conferences
        SAICSIT '13: Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
        October 2013
        398 pages
        ISBN:9781450321129
        DOI:10.1145/2513456

        Copyright © 2013 ACM

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 7 October 2013

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        SAICSIT '13 Paper Acceptance Rate48of89submissions,54%Overall Acceptance Rate187of439submissions,43%

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