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A case study in the gamification of a university-level games development course

Published: 07 October 2013 Publication History

Abstract

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.

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  • (2024)Gamified Learning in Selected Business Mathematics Topics: A Mixed Methods ApproachJournal of Interdisciplinary Perspectives10.69569/jip.2024.05202:12Online publication date: 2024
  • (2024)Validating the impact of gamified technology-enhanced learning environments on motivation and academic performance: enhancing TELEs with digital badgesFrontiers in Education10.3389/feduc.2024.14294529Online publication date: 13-Nov-2024
  • (2024)Impact of Gamified Problem Sheets in Seppo on Self-Regulation SkillsOpen Education Studies10.1515/edu-2024-00246:1Online publication date: 3-Jul-2024
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      cover image ACM Other conferences
      SAICSIT '13: Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
      October 2013
      398 pages
      ISBN:9781450321129
      DOI:10.1145/2513456
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      • Amazon: Amazon.com
      • Rhodes Univ.: Rhodes University
      • IBM: IBM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 07 October 2013

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      Author Tags

      1. active learning
      2. games design
      3. gamification

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      • Research-article

      Funding Sources

      • National Research Foundation
      • UCT Vice Chancellor's Fund

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      SAICSIT '13
      Sponsor:
      • Amazon
      • Rhodes Univ.
      • IBM

      Acceptance Rates

      SAICSIT '13 Paper Acceptance Rate 48 of 89 submissions, 54%;
      Overall Acceptance Rate 187 of 439 submissions, 43%

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      Cited By

      View all
      • (2024)Gamified Learning in Selected Business Mathematics Topics: A Mixed Methods ApproachJournal of Interdisciplinary Perspectives10.69569/jip.2024.05202:12Online publication date: 2024
      • (2024)Validating the impact of gamified technology-enhanced learning environments on motivation and academic performance: enhancing TELEs with digital badgesFrontiers in Education10.3389/feduc.2024.14294529Online publication date: 13-Nov-2024
      • (2024)Impact of Gamified Problem Sheets in Seppo on Self-Regulation SkillsOpen Education Studies10.1515/edu-2024-00246:1Online publication date: 3-Jul-2024
      • (2024)Gamification as an Educational Tool for Retirement PlanningAdult Learning10.1177/10451595241286913Online publication date: 28-Sep-2024
      • (2024)A bibliometric analysis on gamifying adult learning: past, present and future trends of learner-centered pedagogiesInteractive Technology and Smart Education10.1108/ITSE-11-2023-0226Online publication date: 4-Jun-2024
      • (2024)Enhancing distance learning with virtual reality: investigating learners’ engagement and outcomesDistance Education10.1080/01587919.2024.2351929(1-28)Online publication date: 6-Jun-2024
      • (2024)Impact of rewards on cognitive game performanceComputers in Human Behavior10.1016/j.chb.2023.107952149:COnline publication date: 10-Jan-2024
      • (2024)Game over or continue? How gamification can improve completion rate in adaptive learningEducation and Information Technologies10.1007/s10639-024-12928-0Online publication date: 6-Aug-2024
      • (2024)Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performanceAI & Society10.1007/s00146-022-01514-y39:1(369-388)Online publication date: 1-Feb-2024
      • (2024)Lost in Gamification Design: A Scientometric AnalysisHCI in Games10.1007/978-3-031-60692-2_1(3-21)Online publication date: 1-Jun-2024
      • Show More Cited By

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