Gamifying Classrooms
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About this book
This book tackles the subject of Gamification in the classroom, which requires more attention and resources especially during the COVID pandemic and the shift towards online learning. Gabe Zuckerman suggests that educators can incorporate game mechanics to boost students' learning abilities by up to 40%, while also increasing their motivation and engagement. The book highlights effective strategies that educators can use to enhance the overall learning experience, rather than just using games as a distraction. It takes into account various factors that contribute to a successful gamification environment, such as student characteristics, learning objectives, game development, and incorporation of game elements in appropriate ways. Furthermore, the book provides guidance on how to use a tool or application to improve retention and subsequent training. It presents a comprehensive set of tools and methodologies that can be used in combination to increase key performance indicators (KPIs) for the benefit of students, instructors, and department managers.
- This book provides gamification strategies in online classrooms.
- It provides exercises for undergraduate students in Computer Science and Engineering.
- It discusses various implementation strategies.
Author / Editor information
Anastasia Biggs received her B.S. and M.S. degree in Information Technology in 1999 and 2012, respectively. She received her Ph.D. of Information Technology at Capella University, United States, in 2021. Her research interests include the application of Mobile Technology and gamification theory as an educational and training tool. She has presented Mobile Technology research regarding employee training in various research conferences.
Dana Betts received his B.Sc. in Engineering (Mechanical) in 1990 from the University of New Brunswick. His background previously was in heavy plate fabrication and pressure vessel construction and inspection prior to a career in engineering education with the New Brunswick Community College since 1994. The transition from in-person to digital education brought on by the Covid pandemic has shown a paradigm shift in course delivery and content methodologies, including gamification.
Topics
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Frontmatter
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Acknowledgments
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Preface
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Contents
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About the Authors
XIII -
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Chapter 1 What Is Gamification?
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Chapter 2 Gamification as an Online Education Tool
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Chapter 3 Strategic Techniques in Gamification
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Chapter 4 Tools and Methods to Teach and Create Gamification in the Online Classroom
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Chapter 5 Conclusion: Challenges and Looking Forward
118 -
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References
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Index
- Manufacturer information:
- Walter de Gruyter GmbH
Genthiner Straße 13
10785 Berlin - productsafety@degruyterbrill.com