Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality 2016
DOI: 10.1145/3012430.3012603
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Designing game-like activities to engage adult learners in higher education

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Cited by 17 publications
(20 citation statements)
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“…Does it add value to the learning experience if the use of WhatsApp is structured in a way to enhance active learning? There have been cases of where social media were used in a class environment producing positive results (Sayan, 2016; Selwyn, 2012; Tess, 2013; Williams & Adesope, 2017), but this use has been mainly restricted to creating groups (Fischer, 2013) and not the embedded use of the app in a game-like environment with bonuses and minuses to create excitement and flow (Mora et al., 2016; Subhash & Cudney, 2018). In this study, active learning was structured using the app such that it had mechanisms to ensure the class participated actively.…”
Section: Discussionmentioning
confidence: 99%
“…Does it add value to the learning experience if the use of WhatsApp is structured in a way to enhance active learning? There have been cases of where social media were used in a class environment producing positive results (Sayan, 2016; Selwyn, 2012; Tess, 2013; Williams & Adesope, 2017), but this use has been mainly restricted to creating groups (Fischer, 2013) and not the embedded use of the app in a game-like environment with bonuses and minuses to create excitement and flow (Mora et al., 2016; Subhash & Cudney, 2018). In this study, active learning was structured using the app such that it had mechanisms to ensure the class participated actively.…”
Section: Discussionmentioning
confidence: 99%
“…For this research, Mora et al (2018) used the SPARC model, previously reported by the lead author (Mora et al, 2016), to gamify software that teaches statistical computing. Within the experiment, users were categorized according to self-evaluations based on the Hexad User Type scale (Tondello et al, 2016) and assigned to four different implementations of rules and rewards.…”
Section: Effect Of Personalized Gameful Design On Student Engagement mentioning
confidence: 99%
“…Connoly et al, 2012) and were thus classified as "other." For instance, in OTHER15, a gameful learning experience was designed using Trello boards and the SPARC model (Mora et al, 2016). OTHER12 utilized a game-like quiz, while SCOPUS1 used a game-like calculation app.…”
Section: Gamesmentioning
confidence: 99%
“…Another example is the learners' experience and readiness to learn by considering the age of learners; adult or teenager, and how these factors can influence the learning process [15]. Mora et al have proposed and tested a gamification framework on Requirement Engineering (RE) course taught completely online for adult students (age > 25) [16]. The researchers concluded that the proposed framework was able to improve the level of students' engagements and motivation during the online course.…”
Section: B Online-learn Software Engineeringmentioning
confidence: 99%