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Gamification of Teaching in Higher Education

In: Gamification

Author

Listed:
  • Dominik Siemon

    (Technische Universtität Braunschweig)

  • Linda Eckardt

    (Technische Universtität Braunschweig)

Abstract

Gamification has become a major aspect in many fields of academia. Motivating people to participate and engage more intensively in order to increase the outcome with the help of game mechanics has already been applied in the field of education. With our approach of gamification of university teaching, we seek to improve the learning efficiency, motivation, fun and participation by constructing GamEducation. We implemented GamEducation in a master’s level course, conducted it twice over two years and conducted several evaluations to validate our hypothesis. We found that GamEducation improves major fields of university teaching such as motivation, fun, participation and learning efficiency. However, GamEducation increases the workload for both students and teaching staff.

Suggested Citation

  • Dominik Siemon & Linda Eckardt, 2017. "Gamification of Teaching in Higher Education," Progress in IS, in: Stefan Stieglitz & Christoph Lattemann & Susanne Robra-Bissantz & Rüdiger Zarnekow & Tobias Brockman (ed.), Gamification, chapter 0, pages 153-164, Springer.
  • Handle: RePEc:spr:prochp:978-3-319-45557-0_11
    DOI: 10.1007/978-3-319-45557-0_11
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    Citations

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    Cited by:

    1. Muhammad Yasir Babar & Ebrahim Panah & Melor Md Yunus, 2022. "EAL Instructors’ Attitudes towards Game-based Learning Adoption in Education: Opportunities," World Journal of English Language, Sciedu Press, vol. 12(4), pages 1-89, April.
    2. María Fernández-Raga & Darija Aleksić & Aysun Kapucugil İkiz & Magdalena Markiewicz & Herbert Streit, 2023. "Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers," Sustainability, MDPI, vol. 15(4), pages 1-18, February.

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