A course gamification platform supporting student motivation and engagement

Darina Dicheva, Keith Irwin, Christo Dichev, Swapna Talasila

2014 · 37 citations · 11 references

Concepts

Abstract

Gamification - the use of game design elements in non-game contexts - has seen rapid adoption in various areas in recent years. Its application in education is particularly promising, due to its potential to shape user behavior in desirable directions through increasing user motivation and engagement. This work-in-progress paper presents a course gamification platform aimed at supporting instructors to gamify courses that target skill development, such as computing-related courses.

References

11