You are here:

A Demonstration of Gamification: A Gamified Course Catalog to Increase Engagement and Motivation within an eLearning Environment
PROCEEDINGS

, , University of North Texas, United States ; , , University of Texas at Dallas, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Kona, Hawaii, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

When first year college students enter the academic life and begin to choose their degree plans, they have to decide where to start by looking at courses in the academic catalog. However, many first-time college students lack the confidence of selecting courses and depend heavily on their academic advisors. This project is established as a supporting advising system to help college students creating their academic degree plans. The gamified course catalog incorporates different game mechanics to increase students’ engagement and motivation. This paper reports on the design and the development of the gamified course catalog called Climbing the Corporate Ladder. The paper discusses: the project background, the rationale of the design, the goal of the system, the underlying concepts, the game mechanics used in the design, system limitations and future work.

Citation

Abudawood, S., Measles, S., Madrigal, I. & Kaplan, M. (2015). A Demonstration of Gamification: A Gamified Course Catalog to Increase Engagement and Motivation within an eLearning Environment. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 528-533). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE). Retrieved May 29, 2020 from .

Keywords

References

View References & Citations Map

These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.

Suggest Corrections to References