The gamification of education: A case study in using positive psychology and game design to increase student engagement
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Nguyen, Thinh ORCID: 0000-0002-8671-7568 (2019) The gamification of education: A case study in using positive psychology and game design to increase student engagement. In: Blended Learning in Engineering Education Recent Developments in Curriculum, Assessment and Practice. Rahman, A and Ilic, V, eds. CRC Press, London UK, pp. 109-124.
Abstract
This chapter describes the implementation of gamification in a first-year engineering physics course to increase students’ engagement with the course. Following completion of the gamified course, student engagement, performance and understanding of the subject matters all increased.
Item type | Book Section |
URI | https://vuir.vu.edu.au/id/eprint/48325 |
Edition | 1st |
Official URL | https://www.taylorfrancis.com/chapters/edit/10.120... |
ISBN | 9781315165486 |
Subjects | Current > FOR (2020) Classification > 4009 Electronics, sensors and digital hardware Current > Division/Research > First Year College |
Keywords | Education, Engineering, Technology, Politics, International Relations |
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