A Case Study in the Gamification of a University-level Games Development Course
O'Donovan, Siobhan, James Gain and Patrick Marais (2013) A Case Study in the Gamification of a University-level Games Development Course. In Proceedings SAICSIT 2013, pages 242-251, East London, South Africa.
Gamification is the application of game mechanics and player incentives to non-game environments. When designed correctly, ￼gamification has been found to increase engagement and ￼encourage targeted behaviours among users. This paper presents ￼the gamification of a university course in Computer Games Development using an online learning management tool, including how this might generalize to other courses.
￼Our goal with gamification was to improve lecture attendance, ￼content understanding, problem solving skills and general ￼engagement. The success of this intervention was measured using ￼course marks, lecturer evaluations, lecture attendance, and a ￼questionnaire; all with strongly positive results. However, this ￼must be balanced against the costs, both monetary and time, required to successfully implement gamification.
|EPrint Type:||Conference Paper|
|Keywords:||Gamification, games design, active learning|
|Subjects:||K Computing Milieux: K.3 COMPUTERS AND EDUCATION|
|Deposited By:||Gain, James|
|Deposited On:||14 Febuary 2014|