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Old Dominion University

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Educational Technology

Gamification

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Full-Text Articles in Education

Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean Jun 2018

Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean

VMASC Publications

One of the difficulties in developing educational games is maintaining player engagement. This engagement is critical for games to provide effective learning experiences. One way to increase engagement in games is to limit interruptions during game play. In educational games, this can be accomplished by incorporating learning or problem-solving elements diegetically. Diegetic elements are those that are part of the game scene. With this in mind, a series of games for Science, Technology, Engineering, and Mathematics (STEM) education has been developed focusing on content in courses that are prerequisites to the engineering curriculum. These games cover topics in pre-calculus, calculus, …


Making The Connection: Using Mobile Devices And Polleverywhere For Experiential Learning For Adult Students, Robert L. Moore, Stephanie J. Blackmon, James Markham Jan 2018

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.


Towards A Persuasive Design Pattern For A Gamified M-Learning Environment, Ferial Khaddage, Christoph Lattemann, Helen Crompton Jan 2016

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 …