This article offers a novel innovative gamification approach for undergraduates within higher education. To support the innovative approach, a mixed method data analysis investigation was conducted to capture the case study. The authors propose a gamification model to support student's perceptions and views while they were undertaking their Level 5 Games Technologies and Level 6 Games Development courses at a higher education institute within the northeast of the United Kingdom. The model used within gamification will provide a supportive approach for game thinking challenges, to help build upon excitement and motivational influences to improve retention, engagement, motivation, and problem solving, whilst using a competition between the two-year groups as an incentive. The authors' analysis suggests there are key factors between competition and using motivation through gamification to influence the learners.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.