Abstract
This paper analyzes students' experience with Cogent, a virtual economy system used throughout the 4 years of a B.S. degree in a Technology major. The case study explains the rules of the Cogent system and investigates its effectiveness to motivate students to learn. Using focus groups and interviews, we collected qualitative data from students about their experience and perceptions of Cogent. The results indicate that Cogent played an encouraging and motivational role for these students and suggest potential for the successful design and implementation of meaningful gamification systems to promote student motivation and engagement within an educational context.
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Chen, Y., Burton, T., Mihaela, V., & Whittinghill, D. M. (2015). Cogent: A case study of meaningful gamification in education with virtual currency. International Journal of Emerging Technologies in Learning, 10(1), 39–45. https://doi.org/10.3991/ijet.v10i1.4247
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