Abstract:In this chapter, we explore how faculty employ the use of gamification and game‐based learning environments (GBLE) in postsecondary education. Gamification refers to the use of game‐design elements while game‐based learning refers to the use of digital education games. Both are increasingly popular instructional practices and, in this chapter, we specifically examine their potential for supporting students’ self‐regulated learning (SRL). Important for academic success, SRL refers to the active, cyclical proces… Show more
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