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Achievement Unlocked: Investigating Which Gamification Elements Motivate Students
| Content Provider | Semantic Scholar |
|---|---|
| Author | Sherriff, Mark Floryan, Mark |
| Copyright Year | 2016 |
| Abstract | Gamification has been used in many different ways to motivate individuals to wholly participate in some activity. One such venue has been in the gamification of learning to promote student interest. In this paper, we describe our efforts to investigate which aspects of gamification students find the most motivating. We present our gamification platform, GamerCard, which was used for four semesters in an upper-level game design course at our institution. We found that some gamification elements that are often thought to be motivating for participants had little to no effect on our course, while elements that specifically targeted making the student’s standing in the course more transparent were the most effective. |
| File Format | PDF HTM / HTML |
| DOI | 10.18260/p.26500 |
| Alternate Webpage(s) | http://www.cs.virginia.edu/~sherriff/papers/ASEE2016-Sherriff.pdf |
| Alternate Webpage(s) | https://doi.org/10.18260/p.26500 |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |