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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Main Authors: Grant, Emanuel, SHANKARARAMAN, Venkataramanan (Venky), LECK, Jeremy Kian Loong
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2014
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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
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spelling sg-smu-ink.sis_research-36162015-11-13T14:24:06Z Experimenting with Gamification in the Classroom Grant, Emanuel SHANKARARAMAN, Venkataramanan (Venky) LECK, Jeremy Kian Loong 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. 2014-12-01T08:00:00Z text https://ink.library.smu.edu.sg/sis_research/2616 info:doi/10.1109/ICEED.2014.7194692 http://dx.doi.org/10.1109/ICEED.2014.7194692 Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Computer Sciences Education
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Computer Sciences
Education
spellingShingle Computer Sciences
Education
Grant, Emanuel
SHANKARARAMAN, Venkataramanan (Venky)
LECK, Jeremy Kian Loong
Experimenting with Gamification in the Classroom
description 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.
format text
author Grant, Emanuel
SHANKARARAMAN, Venkataramanan (Venky)
LECK, Jeremy Kian Loong
author_facet Grant, Emanuel
SHANKARARAMAN, Venkataramanan (Venky)
LECK, Jeremy Kian Loong
author_sort Grant, Emanuel
title Experimenting with Gamification in the Classroom
title_short Experimenting with Gamification in the Classroom
title_full Experimenting with Gamification in the Classroom
title_fullStr Experimenting with Gamification in the Classroom
title_full_unstemmed Experimenting with Gamification in the Classroom
title_sort experimenting with gamification in the classroom
publisher Institutional Knowledge at Singapore Management University
publishDate 2014
url https://ink.library.smu.edu.sg/sis_research/2616
http://dx.doi.org/10.1109/ICEED.2014.7194692
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