Gamification as a learning tool

Higher Education Institutions have the missions of education, at a high level, research and cooperation. Regarding education, HEI must create an appropriate environment for learning, towards high-level academic performance. Students must be motivated to use the learning strategies in and out of the...

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Main Author: Rui Pedro Lopes
Format: Article
Language:Spanish
Published: Asociación Nacional de Psicología Evolutiva y Educativa de la Infancia Adolescencia Mayores y Discapacidad 2014-09-01
Series:INFAD
Subjects:
Online Access:http://www.infad.eu/RevistaINFAD/OJS/index.php/IJODAEP/article/view/473
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spelling doaj-22b0646e7aae497ca67cd3bf95ab25182020-11-25T02:26:29ZspaAsociación Nacional de Psicología Evolutiva y Educativa de la Infancia Adolescencia Mayores y DiscapacidadINFAD0214-98772603-59872014-09-012156557410.17060/ijodaep.2014.n1.v2.473357Gamification as a learning toolRui Pedro Lopes0Polytechnic Institute of BragançaHigher Education Institutions have the missions of education, at a high level, research and cooperation. Regarding education, HEI must create an appropriate environment for learning, towards high-level academic performance. Students must be motivated to use the learning strategies in and out of the classes, to be able to make the best result of the learning effort. People is motivated according to several factors, such as external in nature (earn more money, gain social status, have a higher grade, …) or internal (intrinsic), which results from the core self. The latter is associated to the satisfaction people feel when doing something appealing. This paper describes the approach to applying gamification to a higher education subject in the course of computer science. It uses several game design mechanisms, such as adaptive challenges, rewards, curiosity and chance to increase the time students spend working, experiencing and learning in a HEI. The sections in the curriculum are transformed into levels, awarding stars for increasingly complex achievements. There is also the concept of soft currency, which is used to increase the student autonomy and incentive the work load. Some games are also used as learning experiences, allowing collective knowledge building in the preparation and also playing the games.http://www.infad.eu/RevistaINFAD/OJS/index.php/IJODAEP/article/view/473higher educationintrinsic motivationeducational gamesgamification
collection DOAJ
language Spanish
format Article
sources DOAJ
author Rui Pedro Lopes
spellingShingle Rui Pedro Lopes
Gamification as a learning tool
INFAD
higher education
intrinsic motivation
educational games
gamification
author_facet Rui Pedro Lopes
author_sort Rui Pedro Lopes
title Gamification as a learning tool
title_short Gamification as a learning tool
title_full Gamification as a learning tool
title_fullStr Gamification as a learning tool
title_full_unstemmed Gamification as a learning tool
title_sort gamification as a learning tool
publisher Asociación Nacional de Psicología Evolutiva y Educativa de la Infancia Adolescencia Mayores y Discapacidad
series INFAD
issn 0214-9877
2603-5987
publishDate 2014-09-01
description Higher Education Institutions have the missions of education, at a high level, research and cooperation. Regarding education, HEI must create an appropriate environment for learning, towards high-level academic performance. Students must be motivated to use the learning strategies in and out of the classes, to be able to make the best result of the learning effort. People is motivated according to several factors, such as external in nature (earn more money, gain social status, have a higher grade, …) or internal (intrinsic), which results from the core self. The latter is associated to the satisfaction people feel when doing something appealing. This paper describes the approach to applying gamification to a higher education subject in the course of computer science. It uses several game design mechanisms, such as adaptive challenges, rewards, curiosity and chance to increase the time students spend working, experiencing and learning in a HEI. The sections in the curriculum are transformed into levels, awarding stars for increasingly complex achievements. There is also the concept of soft currency, which is used to increase the student autonomy and incentive the work load. Some games are also used as learning experiences, allowing collective knowledge building in the preparation and also playing the games.
topic higher education
intrinsic motivation
educational games
gamification
url http://www.infad.eu/RevistaINFAD/OJS/index.php/IJODAEP/article/view/473
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