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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