Abstract
Gamification is a teaching methodology where learners may be motivated to engage with their learning material more effectively by applying gaming mechanics to traditional education material or lessons.
As well as helping students learn more effectively, we hoped a gamification approach would improve student interactions in highly diverse student groups, some of whom join an already established class at a late stage i.e. exchange programme students, articulating students from FE colleges.
This pilot study has encouraged us to increase use of apps such as Quizlet and explore further ways in which gamification could be applied to other teaching activities.
As well as helping students learn more effectively, we hoped a gamification approach would improve student interactions in highly diverse student groups, some of whom join an already established class at a late stage i.e. exchange programme students, articulating students from FE colleges.
This pilot study has encouraged us to increase use of apps such as Quizlet and explore further ways in which gamification could be applied to other teaching activities.
Original language | English |
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Publication status | Published - 25 Apr 2019 |
Event | 11th Annual Academic Development Symposium - Regent Building, Old Aberdeen , Aberdeen, United Kingdom Duration: 25 Apr 2019 → 25 Apr 2019 |
Conference
Conference | 11th Annual Academic Development Symposium |
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Country/Territory | United Kingdom |
City | Aberdeen |
Period | 25/04/19 → 25/04/19 |
Keywords
- gamification
- engagement
- physiology
- pharmacology
- Quizlet
- Motivation
- students
- revision
- education