gamification to engage students in higher education dr. rani tan (lkcsb) & dr. nachamma...
DESCRIPTION
Leadership and Team Building (LTB) University core module All students need to take this course Not all may be interested Can be challenging to engage students Learning seems to stop at the end of the lesson for students A CASE-STUDY FROM SMUTRANSCRIPT
GAMIFICATION TO ENGAGE STUDENTS IN HIGHER EDUCATION
DR . RAN I TAN ( L KC S B ) & DR . NAC HAMMA S OC KAL I NG AM ( CTE )
S I NG AP OR E MANAG EMEN T UN I VERS I TY
Gamification refers to the application of gaming mechanics in non-gaming contexts to increase participants’ engagement.
MAKING LEARNING FUN
WHAT IS GAMIFICATION?
Leadership and Team Building (LTB)University core moduleAll students need to take this courseNot all may be interestedCan be challenging to engage studentsLearning seems to stop at the end of the lesson for students
A CASE-STUDY FROM SMU
To promote student engagement
In an interactive manner
Beyond the classroom
To enhance teaching and learning
OBJECTIVE OF GAMIFICATION IN LTB
Mobile / Desktop applicationCompliments/supplements in-class lessonsWeekly challenges
8-10 questsSome are done individually and some collaboratively
Helps to know and collaborate with peersTeams compete against each other via a leaderboard
Earn pointsBe rewarded with special privileges Student participation and the earned points from
the GameLead application integrated with the face-to-face lessons
FEATURES OF GAMELEAD
FEATURES OF GAMELEAD
MOBILE INTERFACE OF GAMELEAD
ORIENTATION TO GAMELEAD
WEEKLY CHALLENGES
WEEKLY CHALLENGES
TYPE OF CHALLENGES
CHALLENGE SCREENS
INDIVIDUAL GET TO KNOW PEERS COLLABORATE
REWARDS AND COMMENTS
POINTS AND PEER REVIEW
Pilot-testing with 4 classes of 177 students in 2014 over a period 9 weeks
IMPLEMENTATION
Total Players 177Total Submissions 9,262Average number of submissions per player
52
STUDENT ENGAGEMENT
94% recommend the use of GameLead in future LTB courses
86% would like to see such games in their other modules in SMU
64% rated GameLead to be useful in their learning of LTB
62% indicated they were much more engaged as a result of GameLead
36% indicated increased interest in LTB as a result of GameLead
END-OF-COURSE FEEDBACK
“The videos that were put up provided more perspectives and learning points for us which were not covered in class.” –Group 3 student
“I enjoyed the videos even though I did not have time to watch some of them. Nevertheless, I will still bookmark them and watch it in my free time. I think these kinds of real-life examples on leadership such as videos, speeches and articles really inspire me to become a better leader.” – Group 3 student
FEEDBACK FROM STUDENTS
“The function that allows us to view your classmates answer and see multiple perspectives from different angles. Knowing how others think and openness to their experience is something that can enrich our learning experience.” – Group 1 student
“I found it useful learning about everyone's
perspectives about leadership, team building and what really makes us special or different and unique as individuals that eventually lead or follow effectively one day.” – Group 1 student
FEEDBACK FROM STUDENTS
Overall, student feedback, feedback from teaching assistants and personal experience is encouraging
Worth pursuing
There are ways to improve
More in-depth study will be useful
EVALUATION OF GAMELEAD
ADVANTAGE OF GAMELEAD APPLICATION
The “shell” of the mobile application can be adapted and used in any course (at any level).
Project has the potential for direct and immediate application in many fields/courses.
Other instructors will not need to create the mobile application once again.
All they need to do is to change the questions and challenges.
1. What sort of challenges engage students?2. How to make the challenges/quests more engaging
and useful?3. What sort of rewards are appealing to students?4. How to better integrate the use of the mobile
application in the lesson?5. …
MOVING FORWARD.. . QUESTIONS
THANK YOU
ANY QUESTIONS?