FEATHERSTONE, Mark (2016). Using Gamification to Enhance Self-directed, Open Learning in Higher Education. In: 10th European Conference on Games Based Learning, University of the West of Scotland, Paisley, Scotland, 6-7 October 2016. [Conference or Workshop Item]
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Featherstone Using Gamification to Enhance Learning.pdf - Submitted Version
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Featherstone Using Gamification to Enhance Learning.pdf - Submitted Version
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Featherstone 12638.pdf - Other
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Featherstone 12638.pdf - Other
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Abstract
This paper reviews the literature on games based learning in the fields of psychology, education and video games, with a focus on the disparity of opinion regarding intrinsic motivation. Work in the field of education has shown that a state of optimal learning (flow) can be encouraged and sustained using a variety of reward based techniques. In contrast, psychological studies have shown that intrinsic motivation is inhibited by external reward techniques. The author’s experience as a professional game developer is that there are large commercial benefits and efficacy in a range of reward-based game mechanics. By identifying game design features that could cross over into education this paper will outline a range of techniques that could be implemented using a mobile device platform for use in the classroom within a higher education setting. An experiment is proposed to investigate the impact of this approach to games based learning and a software design is presented to support the experiment’s aims. A meta-game is described that links into normal student activities, gamifying them to enhance the student experience.
Keywords: Game-Based Learning, motivation, mobile, gamification, software design
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