Affiliation:
1. University of Vaasa, Finland
Abstract
This chapter dives into the use of gamification in higher education, evaluating the benefits of gamification, such as increased student engagement and knowledge retention, while addressing concerns about its impact on intrinsic motivation. It discusses the transition from reward-based to meaningful gamification, aiming to propose ways to foster autonomy, competence, and relatedness among higher education students. Additionally, it explores student diversity in learning approaches and game-playing motivations, introducing a research-based tool for analyzing students' approaches to gamification. It discusses the practical application of gamification in higher education, focusing on balancing different gamification strategies to optimize learning through constructive alignment. This comprehensive exploration aims to equip higher education instructors with a thorough understanding of gamification's role and potential in creating memorable and meaningful learning experiences.
Reference65 articles.
1. The effect of gamification on motivation and engagement
2. IMPROVING INFORMATION LITERACY THROUGH GAMIFICATION: FANTASY BRAND LEAGUES
3. Hearts, clubs, diamonds, spades: Players who suit MUDs.;R.Bartle;Journal of MUD Research,1996
4. Gamification using a choose-your-own-adventure type platform to augment learning and facilitate student engagement in marketing education.;J.Bechkoff;Journal for Advancement of Marketing Education,2019
5. Becker, K., & Nicholson, S. (2016). Gamification in the classroom: Old wine in new badges. Learning, education and games, 61.