Gamification is the application of game mechanics and concepts outside the context of games, although it can be ineffective when applied to education without properly implementing the core concepts of game-design into educational tasks themselves. Implementing gamification elements (such as points, badges and leaderboards) increases motivation and engagement with a system, however, this is hypothesised to be merely a novelty effect that shifts existing intrinsic motivations to extrinsic ones. Providing a context for this research is the Doubtfire Learning Management System (LMS), which implements task-oriented portfolio assessment and ideologies that parallel those of gamification via unit task design and encouraging a feedback loop to students. Upon extensive analysis of gamification literature, we propose how certain gamification components could be implemented into the LMS to increase student engagement and motivation further.
History
Pagination
1022-1027
Location
Wollongong, N.S.W.
Start date
2018-12-04
End date
2018-12-07
ISBN-13
9781538665220
Language
eng
Publication classification
E1 Full written paper - refereed
Copyright notice
2018, IEEE
Editor/Contributor(s)
Lee MJW, Nikolic S, Ros M, Shen J, Lei LCU, Wong GKW, Venkatarayalu N
Title of proceedings
TALE 2018 : Engineering next-generation learning : Proceedings of the 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering