Can Digital Natives Level-Up in a Gamified Curriculum?

نویسنده

  • Penny de Byl
چکیده

The compulsion to include games and game related mechanism in education is great among educators who want to engage and motivate today’s students and the latest buzzword in this domain is gamification. However, without a thorough understanding of what a gamified curriculum looks like, how it can best be applied and why it might engross students, it cannot be effectively applied. This research examined a gamified course curriculum structure and evaluated its use in two university level subjects. The objective was to gauge student enjoyment and engagement with a heavily gamified curriculum and to understand the aspects that make the practice useful in education. Exploratory factor analysis of the dataset revealed the possibility of a six dimensional model of curriculum gamification worthy of future study.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

A Method for the Design of Gamified Trainings

The use of game elements in non-game contexts (gamification) -has previously been widely explored in contexts such as healthcare and marketing but less extensively in education and training. In this paper we explore the use of gamification in education and training. Traditional training methods often fail to engage or motivate students, especially Digital Natives raised from a young age with ap...

متن کامل

Raising awareness and promoting informal learning on World Heritage in Southern Africa: The case of WHACY, a gamified ICT-enhanced tool

Diffusion of digital games and the trend of gamification in various fields have increased scholars’ attention on how digital games or their elements can be introduced into formal and informal learning practices. Majority of the research in this field has been conducted in economically developed regions and not so much in emerging economies. With this study the researchers focused on developing ...

متن کامل

Designing for Learning and Play - The Smiley Model as a Framework

This paper presents the Smiley Model as a framework for designing engaging learning experiences in games. In a design-based research project, student game designers learned inside a gamified learning design while designing and implementing learning goals from curriculum into small digital games. Project participants were adult students in an upper secondary general education program. The Smiley...

متن کامل

The Criteria for Evaluation of the Integration of Information and Communication Technology in the Curriculum: A Systematic Review

Objective: This study aimed to review the criteria for evaluating the integration of information and communication technology (ICT) in the curriculum, and given its significance, provide the necessary assessment recommendations. Material & Methods: This study was a theoretical-systematic review performed with keywords such as "integration," "evaluation," "Information and communication technolo...

متن کامل

Two generations of digital natives

From surveys, interviews and observations in the Autonomous City of Buenos Aires, we assert that there are two generations of digital natives (ND): young people 1.0 and 2.0. Although both share common characteristics, the 2.0 has particular characteristics: they are a post-mail generation, often growing up around digital environments and they tend to share intimacy aspects in an online mode. Th...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2013