Open Access. Powered by Scholars. Published by Universities.®
Articles 1 - 2 of 2
Full-Text Articles in Business
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 …
Fostering Total Wellness Through Peer Helping: Reflections On The Smu Experiences, Gilbert Tan, Timothy Hsi
Fostering Total Wellness Through Peer Helping: Reflections On The Smu Experiences, Gilbert Tan, Timothy Hsi
Research Collection Lee Kong Chian School Of Business
Peer Helping is widely implemented in Colleges and Universities in the United States and Canada. Despite the popularity of these programs, very little has been researched on peer helping in the Asian context. This paper traces the theoretical foundations of peer helping and the nascent development of a peer helping program in the Singapore Management University and how this program has developed since the beginning of 2004. The initial focus of the program was based on the model of paraprofessional student counselors assisting their fellow peers through difficult moments in their lives. Over time, the program was fine-tuned to embrace …