Experimenting with Gamification in the Classroom
Publication Type
Conference Proceeding Article
Publication Date
12-2014
Abstract
With the advancement in computing technologies many professional have sought to advance their professions by applying such technologies. Initially, the teaching profession has been slow to apply new technologies in the field of education. This trend is being reversed with the adaptation of various computing technology-based strategies and tools in the classroom. One such approach is the use of gaming strategies in lecture-oriented teaching. The motivation for introducing gaming techniques in the classroom is to address the waning interest of students in classroom delivered material, and the poor transferal of knowledge from instructor to student, visa-vi lectures. This paper documents an attempt at introducing gamification in the classroom to engage students and improve the teaching and learning paradigm.
Discipline
Computer Sciences | Education
Research Areas
Software and Cyber-Physical Systems
Publication
ICEED 2014: IEEE 6th International Conference on Engineering Education: 9-10 December 2014, Kuala Lumpur, Malaysia
First Page
79
Last Page
83
ISBN
9781479945955
Identifier
10.1109/ICEED.2014.7194692
Publisher
IEEE
City or Country
Piscataway, NJ
Citation
Grant, Emanuel; SHANKARARAMAN, Venkataramanan (Venky); and LECK, Jeremy Kian Loong.
Experimenting with Gamification in the Classroom. (2014). ICEED 2014: IEEE 6th International Conference on Engineering Education: 9-10 December 2014, Kuala Lumpur, Malaysia. 79-83.
Available at: https://ink.library.smu.edu.sg/sis_research/2616
Additional URL
http://dx.doi.org/10.1109/ICEED.2014.7194692