• myGriffith
    • Staff portal
    • Contact Us⌄
      • Future student enquiries 1800 677 728
      • Current student enquiries 1800 154 055
      • International enquiries +61 7 3735 6425
      • General enquiries 07 3735 7111
      • Online enquiries
      • Staff phonebook
    View Item 
    •   Home
    • Griffith Research Online
    • Conference outputs
    • View Item
    • Home
    • Griffith Research Online
    • Conference outputs
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Browse

  • All of Griffith Research Online
    • Communities & Collections
    • Authors
    • By Issue Date
    • Titles
  • This Collection
    • Authors
    • By Issue Date
    • Titles
  • Statistics

  • Most Popular Items
  • Statistics by Country
  • Most Popular Authors
  • Support

  • Contact us
  • FAQs
  • Admin login

  • Login
  • On Gamification in Action Learning

    Author(s)
    Noran, Ovidiu
    Griffith University Author(s)
    Noran, Ovidiu S.
    Year published
    2016
    Metadata
    Show full item record
    Abstract
    The advent of globalisation brought about by advances in information and communication technology has triggered major changes in the way people work, live and study. The modern teaching endeavour must meet the needs of a fundamentally changing learning environment and student cohorts, while preserving delivered knowledge quality in order to meet the required learning objectives. Flexible teaching (distance/online, intensive mode, afternoon classes etc.), online resources and tools, teachers with industry experience and especially new teaching models matching the new cohorts profile requirements can provide a solid platform ...
    View more >
    The advent of globalisation brought about by advances in information and communication technology has triggered major changes in the way people work, live and study. The modern teaching endeavour must meet the needs of a fundamentally changing learning environment and student cohorts, while preserving delivered knowledge quality in order to meet the required learning objectives. Flexible teaching (distance/online, intensive mode, afternoon classes etc.), online resources and tools, teachers with industry experience and especially new teaching models matching the new cohorts profile requirements can provide a solid platform for a new paradigm in the higher education domain. This research has investigated how a customised application of 'gamification' (taking game-based elements and applying them in non-gaming contexts) to higher education can improve the learning and teaching experience and student engagement and thus help towards reducing student attrition. Gamification of the educational endeavour has been studied in the past; however, in this study it is applied within a novel iterative and combined Action Research, Experiential Action Learning, Plan, Implement, Review, Improve and Plan, Do, Study, Act approach that attempts to make contributions to both learning and teaching theory and practice.
    View less >
    Conference Title
    Proceedings of the Australasian Computer Science Week Multiconference (ACSW 2016): 18th Australasian Computing Education Conference (ACE) Session
    DOI
    https://doi.org/10.1145/2843043.2843344
    Subject
    Science, technology and engineering curriculum and pedagogy
    Publication URI
    http://hdl.handle.net/10072/123631
    Collection
    • Conference outputs

    Footer

    Disclaimer

    • Privacy policy
    • Copyright matters
    • CRICOS Provider - 00233E
    • TEQSA: PRV12076

    Tagline

    • Gold Coast
    • Logan
    • Brisbane - Queensland, Australia
    First Peoples of Australia
    • Aboriginal
    • Torres Strait Islander