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A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek Jul 2023

A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek

Journal of Cybersecurity Education, Research and Practice

Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework. Cyber Security Operations (CSO) education is no exception. CSO education traditionally requires comprehension of complex concepts requiring a high level of technical and abstract thinking. By properly applying gamification to complex CSO concepts, engagement in students should see an increase. While an increase is expected, no comprehensive study of CSO gamification applications (GA) has yet been undertaken …


Design Case: Implementing Gamification With Arcs To Engage Digital Natives, Travis N. Thurston Apr 2018

Design Case: Implementing Gamification With Arcs To Engage Digital Natives, Travis N. Thurston

Journal on Empowering Teaching Excellence

Gamification is an emerging topic for both student engagement and motivation in higher education online courses as digital natives become post-secondary students. This design case considers the design, development, and implementation of a higher education online course using the ARCS model for motivational design combined with the four-phase model of interest development as a framework for gamification implementation. Through “designerly ways of knowing,” this design case explores engaging digital native students with a gamified online course design, which will be of interest to instructional designers and instructors in higher education. Overall, students in the pilot course responded favorably to the …


“Are We Playing A Game Today?” Classroom Engagement And Assessment Through Gamification, Tracy A. Hudson Ms, Kendall Lentz Feb 2016

“Are We Playing A Game Today?” Classroom Engagement And Assessment Through Gamification, Tracy A. Hudson Ms, Kendall Lentz

Winthrop Conference on Teaching and Learning

Today’s classroom demands a different style of engagement and assessment, primarily due to the changing nature of today’s learners. In fact, according to Liz Dwyer in “How Gaming is Changing the Classroom,” by the time students are age 21, they will have participated in over 10,000 hours of video gaming. As a result, using traditional pedagogies and “skill and drill” teaching strategies aren’t as effective with students who are more inclined to favor a controller over a book. Therefore, regardless of the discipline, adding gamification to the classroom can dramatically increase student engagement and also provide instructors with instantaneous assessment …


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 …