2013
DOI: 10.11120/ital.2013.00004
|View full text |Cite
|
Sign up to set email alerts
|

Maximising Gain for Minimal Pain: Utilising Natural Game Mechanics

Abstract: This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment when used for assessment and a reflection on the gap between current and aspired learning provision. The context considered is higher (tertiary) education, where the aims are both to improve students' engagement with course content and also to bring about potential ch… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
17
0

Year Published

2014
2014
2021
2021

Publication Types

Select...
6
2
1

Relationship

1
8

Authors

Journals

citations
Cited by 25 publications
(18 citation statements)
references
References 16 publications
0
17
0
Order By: Relevance
“…The main future work includes the construction of a framework for online courses without tutor. We intend to provide training for the team so that more complex features in Moodle and Storyline can be designed and students can go through the whole content and activities by themselves as they would do if playing a game, with the possibility of failure and immediate feedback to try again, according to what has been mapped by studies (DICHEVA et al, 2015;GORDON;BRAYSHAW;GREY, 2013) about the main educational gamification design principles.…”
Section: Resultsmentioning
confidence: 99%
“…The main future work includes the construction of a framework for online courses without tutor. We intend to provide training for the team so that more complex features in Moodle and Storyline can be designed and students can go through the whole content and activities by themselves as they would do if playing a game, with the possibility of failure and immediate feedback to try again, according to what has been mapped by studies (DICHEVA et al, 2015;GORDON;BRAYSHAW;GREY, 2013) about the main educational gamification design principles.…”
Section: Resultsmentioning
confidence: 99%
“…These findings are consistent with previous research demonstrating that children and adolescents are accepting of using serious games as learning tools. Games offer children a low‐risk environment in which decisions and actions are executed, and the failure to successfully solve a problem allows the learner to identify gaps in knowledge or skills while applying creative solutions over iterative learning attempts . The child is free to experiment and explore within the setting of the game, and the interactions that lead to learning are executed at the child's own pace .…”
Section: Discussionmentioning
confidence: 99%
“…However, literature produced mixed results on the impact of gamification on student engagement and motivation (Alsawaier, 2018) and learning performance (Ortiz-Rojas et al, 2017). As a way to improve engagement and achievement, Gordon et al (2013) suggested that when designing activities, game mechanics should encourage and preserve Csikszentmihalyi's state of flow through appropriate challenges and immediate feedback. These elements may be considered by textbook writers when crafting game-based activities that can be used by teachers as part of their instruction or deployed as remediation for low achievers.…”
Section: Progressing Movesmentioning
confidence: 99%