The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates

  • Gressick J
  • Langston J
N/ACitations
Citations of this article
180Readers
Mendeley users who have this article in their library.

Abstract

There is a breadth of psychological research that points to potential cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Further, thoughtfully applying gaming elements and structures to classroom environments, an approach called gamification, has the potential to optimize learning. This paper discusses theory-driven classroom gamification innovations implemented in an undergraduate educational psychology course and uses a case study approach to understand how these changes impacted students’ in-class learning experiences in positive ways. We will discuss specific interventions, students’ perceptions of these interventions, instructor reflection of the effects on student learning outcomes, and implications for classroom practice.

Cite

CITATION STYLE

APA

Gressick, J., & Langston, J. B. (2017). The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates. Journal of the Scholarship of Teaching and Learning, 17(3), 109–123. https://doi.org/10.14434/v17i3.22119

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free