Affiliation:
1. Bond University, Australia
Abstract
Gamification is an active-learning approach commonly used in education to promote learner engagement. This chapter provides an overview of how gamified approaches can be applied to enable university students comprising of Generation Z and Y learners, to access authentic learning resources to self-regulate their learning in preparation for assessment. Methods and flexible strategies that can be incorporated into undergraduate and postgraduate education programs worldwide are provided. Three case studies illustrate the use of technology-enhanced weekly quizzes to optimise student engagement, knowledge retention, and academic performance. Key educational theories and practices that underpinned the case studies include social constructivism, disuse theory, and complexity theory alongside the use of scaffolding, chunking, flipped classroom, deliberate practice, and periodic revisitation. The chapter concludes with 12 pearls of wisdom to optimize leaner engagement using a gamified approach to enhance the students' ability to self-regulate their learning and achieve their learning goals.
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