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Education Commons

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Scholarship of Teaching and Learning

2016

Practitioner Research Projects

First year experience

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Full-Text Articles in Education

Gamification To Improve First Year Engagement, John Colleran, Aoife Lloyd Mckernan, Julie Ann Naughton, Brian Vaughan Jan 2016

Gamification To Improve First Year Engagement, John Colleran, Aoife Lloyd Mckernan, Julie Ann Naughton, Brian Vaughan

Practitioner Research Projects

The purpose of this project was to examine the role of Gamification in increasing first year student engagement within the third level educational setting. A literature review was carried out in order to explore the teaching philosophy behind gamification in education and review the quantitative and qualitative evidence regarding its use. Gamification can be broadly described as the application of gaming methods and elements in non-gaming contexts in order to improve user engagement and user experience (Deterding et al., 2011). Qualitative analysis suggests these factors result in beneficial emotional and social impacts on students, particularly in the area of increasing …