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Full-Text Articles in Education
Chopped Id: Students Engaged In Gamification To Enhance Advanced Instructional Design Techniques, John Baaki, Tian Luo
Chopped Id: Students Engaged In Gamification To Enhance Advanced Instructional Design Techniques, John Baaki, Tian Luo
STEMPS Faculty Publications
The Food Network's television show Chopped pits chefs against each other, in a three-round battle, to create their best appetizer, entrée, and dessert. Facing master chef judges, the chef participants present their dishes with one chef chopped (eliminated) after each round. The last chef standing is crowned the Chopped Champion. A faculty member in an instructional design and technology program, created Chopped ID, an innovative adaptation and gamification of the Food Network's Chopped for application in a distance learning environment. Participating as competitors and judges, graduate students, firsthand, experienced gamification as an advanced instructional design technique. In the end, Chopped …
Making The Connection: Using Mobile Devices And Polleverywhere For Experiential Learning For Adult Students, Robert L. Moore, Stephanie J. Blackmon, James Markham
Making The Connection: Using Mobile Devices And Polleverywhere For Experiential Learning For Adult Students, Robert L. Moore, Stephanie J. Blackmon, James Markham
STEMPS Faculty Publications
Technology integration has significantly influenced the way students access and retain knowledge gained in the classroom (Ahmed, 2016). This is particularly relevant in classrooms for adult learners who engage in continuing education. This paper used a descriptive case study (Yin, 2014) to share how an instructor utilized mobile learning with a web-based polling tool, PollEverywhere, to gamify experiential learning for adult students in various roles within a southeastern state’s court administration—prosecutors, defense lawyers, magistrates, and jail administrators—and improve students’ engagement in the course and connection to course material.
Motivation And Learning In An Online Collaborative Project Using Gamification, Michele L. Hudiburg
Motivation And Learning In An Online Collaborative Project Using Gamification, Michele L. Hudiburg
STEMPS Theses & Dissertations
In 2012, there were 2.9 million students enrolled in graduate degrees and 22% were taking strictly online courses (Kena et al., 2014). Many students are not motivated to participate in collaborative learning experiences in online courses (Dirkx & Smith, 2004). Gamification, the inclusion of game elements in non-game contexts, has been shown to have a positive impact on motivation (Deterding, 2012; Kapp, 2012). Prior work has focused on structural gamification including elements such as points, levels, and badges as extrinsic motivators to traditional course activities. The current study explored content gamification including narrative, role-play, interactivity, and feedback in an online …
Towards A Persuasive Design Pattern For A Gamified M-Learning Environment, Ferial Khaddage, Christoph Lattemann, Helen Crompton
Towards A Persuasive Design Pattern For A Gamified M-Learning Environment, Ferial Khaddage, Christoph Lattemann, Helen Crompton
Teaching & Learning Faculty Publications
New innovative technologies create opportunities for persuasive engagement. Persuasive technology is all about software, systems and applications designed to hook, reinforce, change and shape the attitudes of the learners without using coercion or deception. Persuasive design pattern if applied effectively and efficiently may influence learners’ attitudes towards the learning task, and may hook them to the specific learning activity offered via a gamified mobile application. In this paper the concept of persuasive design pattern in gamified m-learning platforms should be introduced to the scientific community. Persuasive design in a gamified mobile learning environment is described and persuasive set of design …