Gamification as a Teaching Strategy: Is It Effective?
DOI:
https://doi.org/10.55420/2693.9193.v5.n2.216Keywords:
online courses, higher education, simulationAbstract
Gamification has become a trending concept in online courses for the past 10 or more years. Based on the analysis of psychological and social factors that make electronic games highly used in today’s population, gamification suggests ways to improve education course innovation, student engagement, student motivation, student critical thinking, and student decision-making. The question is, “Is it effective?” This paper evaluates an online graduate course in business administration at a state university with a majority Hispanic student population to determine if the concept is effective as a teaching strategy option.
Metrics
References
Anderson, J and Ranie, L 2012. The Future of Gamification, Pew Research Center,. http://www.pewinternet.org/2012/05/18/the-future-of-gamification/
Begg, M., D. Dewhurst, and H. Macleod. 2005. Game-Informed Learning: Applying Computer Game Processes to Higher Education. Innovate 1 (6).
Chou, Y. Gamification Examples. 2015. Octalysis: Complete Gamification Framework. http://www.yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/#.VSlI1s4_rDl, Accessed on April 10, 2015.
Farber, M., 2013.Gamifying Student Engagement. Edutopia http://www.edutopia.org/blog/gamifying-student-engagement-matthew-farber. Accessed on April 10, 2015.
Farrel, D. 2010. Game Design 2: Lecture 7: Macro and Micro Readings. http://www.slideshare.net/unthank/game-design-2-2010-lecture-7-micro-and-macro- design. Accessed on April 10, 2015
Games and Gamification: Time To Adopt Horizon: Two to Three Years,. NMC Horizon Report: 2014 Higher Education Edition. The New Medium Consortium, 2014.
Gee, J. P. 2003. What video games have to teach us about learning and literacy. New York: Palgrave MacMillan. Referenced in Beggs, et al. 2005.
http://www.innovateonline.info/index.php?view=article&id=176 Accessed April 10, 2015.
Hunicke, R, M. LeBlanc, R. Zubek,, 2005. MDA: A Formal Approach to Game Design and Game Research. http://www.cs.northwestern.edu/~hunicke/MDA.pdf, Accessed on April 10, 2015.
Kim, J. 2010. Micro vs. Macro Gameplay. Quarter Review. http://quarterview.com/?p=434, Accessed April 10, 2015.
Lazzaro, N, 2015. The 4 Keys 2 Fun. http://nicolelazzaro.com/wp- content/uploads/2012/03/4_keys_poster3.jpg. Accessed on April 10, 2015.
Malone, T., 1982. Heuristics for designing enjoyable user interfaces: lessons from computer games. In Proceedings of the 1982 Conference on Human Factors in Computing Systems, 63-68. http://portal.acm.org/citation.cfm?id=801756 [Registration required]. Referenced in Beggs, et al. 2005. Accessed on April 10, 2015.
Reeves, B and J.L. Read, 2009. Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses. Harvard Business Review Press, Accessed on April 10, 2015.
Ryan, M. L. 2001. Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins University Press. Referenced in Beggs, et al. 2005. Accessed on April 10, 2015.
Werbach, K. and Hunter, D, 2012. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia, PA: Wharton Digital Press
Downloads
Published
How to Cite
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Open Access Policy Statement
HETS Online Journal has adopted an open access policy and provides immediate access to its content free of charge to the reader. The journal does not pass on the cost of publication or submission of manuscripts, known as an Article Processing Charge (APC), to authors.
HOJ is licensed under CC-BY-NC-SA.