Abstract

Gamification is presented in the literature as a pedagogical innovation that may increase student engagement and enhance learning. This study explores students’ perceptions of a gamified learning intervention deployed in a large undergraduate module and a small postgraduate module. Given the dearth of previous empirical work, an exploratory approach was used. Focus groups were carried out to develop a nuanced understanding of the students’ perceptions of a gamified learning environment. Six themes emerged: impact on learning outcomes, motivation, the importance of the stakes, group dynamics, gender and the challenges gamified learning activities present. The paper contributes by evaluating students’ perceptions of the effectiveness of gamification, providing guidelines for other practitioners deploying gamified learning interventions and identifying outstanding issues and questions that require further research.

Details

Title
Game On! Students?Perceptions of Gamified Learning
Author
Buckley, Patrick; Doyle, Elaine; Doyle, Shane
Pages
1-10
Section
Full Length Articles
Publication year
2017
Publication date
2017
Publisher
International Forum of Educational Technology & Society
ISSN
11763647
e-ISSN
14364522
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2147738700
Copyright
© 2017. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.