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Hung, A. C. Y., Dembicki, D., Zarco, E., Kase, M., & Yang, M. (2017).…
Hung, A. C. Y., Dembicki, D., Zarco, E., Kase, M., & Yang, M. (2017). Gamification in the wild: Faculty perspectives on gamifying learning in higher education. Issues and Trends in Educational Technology, 5(2). https://doi.org/10.2458/AZU_ITET_V5I2_HUNG
Gamification
"intended to make learning and teaching more fun and meaningful for both instructor and students through features such as challenges, quests, competitions, narratives, and avatars" (p. 4)
"an overlay of added incentives designed to give students guidance on their progression through the class" (p. 5)
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faculty response
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"We felt that having gamification too closely tied to grades and assignments would make it difficult to disentangle whether students were motivated by gamification or by the desire to attain a good grade" (p.8)
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"meetings created a space that allowed us to voice our values, challenge one another in an open forum, and reflect
on our teaching styles" (p.11)
"Gamifying a course demands a comprehensive plan which involves thinking through the course objectives and topics s to be able to identify which student outcomes will be
awarded" (p. 13)
"it was important for gamification to be aligned to learning
objectives in a way that would make students understand how to succeed in the course" (p. 13)
"We also considered ways in which gamification, and online classes in general, can break out of traditional, linear teaching models and offer complex pathways, self-guided learning, and personalized instruction with gamification as the guiding mechanism for students" (p. 15)