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Autor/inn/enGeelan, Benjamin; de Salas, Kristy; Lewis, Ian; King, Carolyn; Edwards, Dale; O'Mara, Aidan
TitelImproving Learning Experiences through Gamification: A Case Study
QuelleIn: Australian Educational Computing, 30 (2015) 1, (21 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0816-9020
SchlagwörterForeign Countries; Educational Games; Undergraduate Study; Undergraduate Students; Case Studies; Learning Experience; Learning Motivation; Learner Engagement; Self Efficacy; Feedback (Response); Qualitative Research; Australia
AbstractGamified learning systems are becoming increasingly common within educational institutions, however there is a lack of understanding on the elements of gamification that influence, either positively or negatively, the learning experiences of students using these systems. This study examines an existing gamified learning tool implemented within an Australian university, and explores the aspects of this system that impact upon the student experience. It was found that positive influences included a combination of motivational and game-based elements such as presentation of content, self-efficacy of learning experiences, and feedback that positively influence students. Additionally, aspects of the system that negatively influenced learning experiences included issues such as interaction flaws and compatibility issues. (As Provided).
AnmerkungenAustralian Council for Computers in Education. P.O. Box 1255, Belconnen, ACT 2616, Australia. Tel: +61-3-9349-3733; Fax: +61-3-9349-5356; Web site: http://www.acce.edu.au
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2020/1/01
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