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Gamification To Engage Students In Higher Education, Jayarani Tan, Nachamma Sockalingam
Gamification To Engage Students In Higher Education, Jayarani Tan, Nachamma Sockalingam
Research Collection Lee Kong Chian School Of Business
According to the 2014 Horizon report, gamification is a significant development in higher education. Gamification refers to the application of gaming mechanics in non-gaming contexts such as education to increase participants’ engagement. Given that gamification in higher education is still nascent, there is a lack of literature on this. This paper attempts to narrow this gap by documenting the use of gamification in the teaching of a foundational course called “Leadership and Team Building (LTB)”, from the LKC School of Business at Singapore Management University. The objective of introducing gamification was to engage students in learning beyond the classroom, in …
Within & Without: Singapore In The World; The World In Singapore, Eng Fong Pang, Arnoud De Meyer
Within & Without: Singapore In The World; The World In Singapore, Eng Fong Pang, Arnoud De Meyer
Research Collection Lee Kong Chian School Of Business
Contents: We, the Citizens of Singapore by Priscilla Chia, Trenton James Riggs; Birth of a Nation: Ways of Celebrating by Celine Alexandra Fogde, Diana Khanh Nguyen, Paul Antoine Victor, Shu Chong Chen, Teo Yi Heng; Building Cross-cultural Bridges by Vani Shriya, Timoteo Marra, Svenja Nicole Schulte, Seow Guan Wen, Niklas Miro Utrobicic; Faces and Facets of Singapore by Felix Brockerhoff, Elizabeth Fong Lin, Kevin Ng Boon Kiat, Racheal Wong Shu Yi, Tam Zhi Yang; Missing the Forest for the (Super) Trees by Nick Chiam Zhi Wen, Teo Yi Heng; Singapore: The Country Where You Cannot Chew Gum? by Felix Brockerhoff; …