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Improving learning experiences through gamification: a case study

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posted on 2023-05-18, 12:21 authored by Geelan, B, Kristy de SalasKristy de Salas, Ian LewisIan Lewis, Carolyn KingCarolyn King, Dale EdwardsDale Edwards, Aidan O'Mara
Gamified learning systems are becoming increasingly common within educational institutions, however there is a lack of understanding on the elements of gamification that influence, either positively or negatively, the learning experiences of students using these systems. This study examines an existing gamified learning tool implemented within an Australian university, and explores the aspects of this system that impact upon the student experience. It was found that positive influences included a combination of motivational and game-based elements such as presentation of content, self-efficacy of learning experiences, and feedback that positively influence students. Additionally, aspects of the system that negatively influenced learning experiences included issues such as interaction flaws and compatibility issues.

History

Publication title

Australian Educational Computing

Volume

30

Pagination

1-21

ISSN

0816-9020

Department/School

School of Information and Communication Technology

Publisher

Australian Council for Computers in Education

Place of publication

Australia

Rights statement

Copyright 2015 The Authors Licensed under a Creative Commons Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

Repository Status

  • Open

Socio-economic Objectives

Other information and communication services not elsewhere classified

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