Experimenting with Gamification in the Classroom

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 c...

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Bibliographic Details
Main Authors: Grant, Emanuel, SHANKARARAMAN, Venkataramanan (Venky), LECK, Jeremy Kian Loong
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2014
Subjects:
Online Access:https://ink.library.smu.edu.sg/sis_research/2616
http://dx.doi.org/10.1109/ICEED.2014.7194692
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Institution: Singapore Management University
Language: English
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Summary: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.