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Gamification in Online Education: How and Why?
PROCEEDING
Jeremiah Grabowski, Anne Reed, Deborah Moore-Russo, Andrew Wiss, University at Buffalo, United States
Society for Information Technology & Teacher Education International Conference, in Savannah, GA, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
Research related to gamification in education has primarily been focused on the effectiveness of game-based elements in learning environments. There is little empirical evidence examining how an instructor designs an actual gamified class or event. This paper will present an account of the design process. The authors will discuss why a professor chose specific game elements for her online course, how the elements were used, and the purpose that they served. The objective of the presentation is to convey the “how” and “why” of gamification in education.
Citation
Grabowski, J., Reed, A., Moore-Russo, D. & Wiss, A. (2016). Gamification in Online Education: How and Why?. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 254-259). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved August 12, 2024 from https://www.learntechlib.org/primary/p/171683/.
© 2016 Association for the Advancement of Computing in Education (AACE)
Keywords
References
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