Download presentation
Presentation is loading. Please wait.
Published byAlvin Lawrence Modified over 9 years ago
1
GAMIFICATION TO ENGAGE STUDENTS IN HIGHER EDUCATION DR. RANI TAN (LKCSB) & DR. NACHAMMA SOCKALINGAM (CTE) SINGAPORE MANAGEMENT UNIVERSITY
2
Gamification refers to the application of gaming mechanics in non-gaming contexts to increase participants’ engagement. MAKING LEARNING FUN WHAT IS GAMIFICATION?
3
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 SMU
4
To promote student engagement In an interactive manner Beyond the classroom To enhance teaching and learning OBJECTIVE OF GAMIFICATION IN LTB
5
Mobile / Desktop application Compliments/supplements in-class lessons Weekly challenges 8-10 quests Some are done individually and some collaboratively Helps to know and collaborate with peers Teams compete against each other via a leaderboard Earn points Be rewarded with special privileges Student participation and the earned points from the GameLead application integrated with the face-to- face lessons FEATURES OF GAMELEAD
7
MOBILE INTERFACE OF GAMELEAD
8
ORIENTATION TO GAMELEAD Figures 7-10. Tour screens The core content for GameLead was broken down into a series of eight quests
9
WEEKLY CHALLENGES
11
TYPE OF CHALLENGES
12
CHALLENGE SCREENS INDIVIDUAL GET TO KNOW PEERS COLLABORATE
13
REWARDS AND COMMENTS
14
POINTS AND PEER REVIEW
15
Pilot-testing with 4 classes of 177 students in 2014 over a period 9 weeks IMPLEMENTATION Total Players177 Total Submissions9,262 Average number of submissions per player 52
16
STUDENT ENGAGEMENT
17
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
18
“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
19
“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
20
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
21
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.
22
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
23
THANK YOU ANY QUESTIONS?
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.