Modern students have ubiquitous access to mobile devices for communication, entertainment, and other purposes. In addition, most students are avid players of either (or both) digital and other kinds of games. Thus, university lecturers (and school teachers as well) regularly face the challenge of competing with games and other entertainment content about their students' attention, often even during class. In this paper, we propose a concept for the gamification of university education and demonstrate a prototype implementing this concept. Both the concept and the prototype serve as the first step for further research towards an integrated gamifaction approach and measuring its impact. © 2014 Springer International Publishing.
CITATION STYLE
Fuß, C., Steuer, T., Noll, K., & Miede, A. (2014). Teaching the achiever, explorer, socializer, and killer - Gamification in university education. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8395 LNCS, pp. 92–99). Springer Verlag. https://doi.org/10.1007/978-3-319-05972-3_11
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