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

Additional URL

http://dx.doi.org/10.1109/ICEED.2014.7194692

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