Advances in Educational Technologies and Instructional Design - Gaming Innovations in Higher Education
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9781522529811, 9781522529828

This chapter builds upon the research carried out from the previous sections focusing on mapping, motivation, mastering skills, behavioural changes and socialisation. Through using these concepts, guidelines can be drawn up to assist the Educator to harness the flexibility of gamification when designing tasks, challenges, or assessment. The layout of this chapter starts off with guidelines focusing on designing course content and how to incorporate gamification into learning activities; followed on by a theoretical model that could be used to assist in the exploration of the domain topic through the use of technologies, pedagogy and engagement and finally the Summary.


This chapter provides a critical pathway for the uses of Augmented Reality (AR) and Virtual Reality (VR) within Gamification. The chapter starts with an introduction to gamification, AR and VR. It follows with different explorations of AR and VR, on where different research is heading and the benefits they are having on the learner, educator and the learning environment itself. Finally, the chapter critically analyses future possible directions gamification can have within Higher Education.


In the previous chapter, you learned about a variety of different approaches used within gamification to support gamification elements within a social context. These social aspects provided you with a critical introduction in how social gaming elements, team-work, gaming mechanics can affect the learner. In this chapter, we are going to build upon chapter 1 and explore different learning approaches within gamification. The chapter starts with an introduction to learning. It follows with a brief analysis of learning theories used within gamification. The chapter then presents a new theoretical framework incorporating aspects of learning theories to improve motivation and learning experience of the individual within the community. Then finally the chapter aims to outline other research areas belonging to gamification and learning theories.


This chapter offers an introduction to using gaming technology as a learning tool to improve retention, engagement, and motivation for the learner. We will be exploring how social/community elements are having a direct impact on enhancing positive practices through motivation techniques to challenging the learner's competence through pushing their individual abilities without them getting frustrated all the time.


We have enough theoretical knowledge from Chapter 1 and 2 for us to directly focus on mapping gamification aspects from an educator's point of view, harnessing gaming mechanics and educational techniques to build skills, knowledge, and confidence to allow students to achieve personal goals.


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