Literaturnachweis - Detailanzeige
Autor/in | Ling, Lynette Tan Yuen |
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Titel | Meaningful Gamification and Students' Motivation: A Strategy for Scaffolding Reading Material |
Quelle | In: Online Learning, 22 (2018) 2, S.141-155 (15 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2472-5749 |
Schlagwörter | Technology Uses in Education; Student Motivation; Foreign Countries; Scaffolding (Teaching Technique); Reading Materials; Educational Games; Computer Games; Self Determination; Undergraduate Students; Questionnaires; Electronic Learning; Singapore |
Abstract | Gamification is an innovative pedagogical strategy where digital games are used in an educational setting and as an aid to learning. Recent publications on gamification in the classroom investigate the concept of "meaningful gamification," where, in line with Ryan and Deci's self-determination theory, competency, autonomy, and relatedness are prioritized. The paradigm of meaningful gamification works well as a catalyst in motivating students to read background material and grasp key concepts that facilitate a flipped classroom. This study measures the impact of meaningful gaming on students' motivation in a higher education setting. The context for this study is the module Women in Film, which is part of the Ideas and Exposition Programme at the Centre for English Language Communication, National University of Singapore. (As Provided). |
Anmerkungen | Online Learning Consortium, Inc. P.O. Box 1238, Newburyport, MA 01950. Tel: 888-898-6209; Fax: 888-898-6209; e-mail: olj@onlinelearning-c.org; Web site: http://onlinelearningconsortium.org/read/online-learning-journal/ |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |