Games that work - Increasing student engagement and learning in the classroom through gamification and games

ID: 49518 Type: Full Paper: Conceptual & Empirical Study
  1. Marguerite Cronk, Harding University, United States

Thursday, June 30 2:00-2:30 PM Location: Grand Ballroom AB

No presider for this session.

Abstract: This case study paper presents the results of two game strategies applied to a university level on-ground classroom; one that fosters class engagement and one that provides incentives for learning in preparation for tests. The first strategy employed a gamification approach where game mechanics were applied to as an incentive for students to engage in class discussion. Students were provided with a virtual dragon egg from which a dragon hatched and developed, in response to points assigned for participation in class discussions.The majority of students reported increased participation in the class as a direct result of the virtual dragon game. The second game strategy followed an in-class ‘Family Feud’ approach. This approach was used to encourage learning for tests and employed higher levels of Bloom’s learning taxonomy to achieve lower level retention of information. Both scores and perceptions of learning efforts were positively affected by the game

Topics

Conference attendees are able to comment on papers, view the full text and slides, and attend live presentations. If you are an attendee, please login to get full access.