2019
DOI: 10.1177/0047239519877165
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Gamifying Instruction and Engaging Students With Breakout EDU

Abstract: As technology advances at an unprecedented rate and the job market continually evolves, educators are challenged with effectively engaging students and preparing them for success after graduation. The current landscape requires a shift from lecture-based, content-focused instruction to hands-on, student-centered techniques that foster lifelong learning competencies. Gamification provides an effective approach for creating exciting, active learning experiences that promote critical mindsets such as collaboratio… Show more

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Cited by 18 publications
(26 citation statements)
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“…Multitudes of studies have chronicled the impact that gamification and game-based learning have had as an instructional method on diverse fields with a particular concentration on K-12 and higher education (O'Brien & Pitera, 2019;Subhash & Cudney, 2018;Hanus & Fox, 2015). Focus primarily centered on how gamifying an educational scenario effected motivation, and engagement of learners, as well as how crucial both are to gamification success in enhancing learning (Subhash & Cudney, 2018).…”
Section: Gamification Motivation and Information Literacymentioning
confidence: 99%
See 1 more Smart Citation
“…Multitudes of studies have chronicled the impact that gamification and game-based learning have had as an instructional method on diverse fields with a particular concentration on K-12 and higher education (O'Brien & Pitera, 2019;Subhash & Cudney, 2018;Hanus & Fox, 2015). Focus primarily centered on how gamifying an educational scenario effected motivation, and engagement of learners, as well as how crucial both are to gamification success in enhancing learning (Subhash & Cudney, 2018).…”
Section: Gamification Motivation and Information Literacymentioning
confidence: 99%
“…Many academic librarians taught the development of research skills to facilitate a learner's critical thinking connection with research methodologies and information understanding. These learners absorbed the research lessons through their own personal, social group, or discipline understanding of the world, which meant teaching librarians faced the challenge of teaching information literacy to a classroom full of individual, diverse learners, all while on a strict time limit (Dent & Schneidermann, 2020;O'Brien & Pitera, 2019). Academic librarians were faced with an overwhelming mission.…”
Section: Gamification Motivation and Information Literacymentioning
confidence: 99%
“…to providing the answer (O'Brien & Pitera, 2019). Ensuring learning objectives are met requires engaging and supporting youth during the game play through the use of a storyline, hints, rewards, and verbal encouragement (Martens & Crawford, 2019;Nicholson, 2018).…”
Section: Considerations For Youth Development Professionalsmentioning
confidence: 99%
“…Escape rooms, live-action social games requiring groups to work together to solve a series of puzzles in a period of time (Nicholson, 2018;Rouse, 2017), are becoming a popular gamebased learning strategy for the classroom (Mayer & Toates, 2016). Game-based learning, which is the application of self-contained games in an educational context to meet learning objectives, is a growing trend in education (O'Brien & Pitera, 2019). Research suggests that digital gamebased learning can improve academic achievement and learning attitudes for many subjects including English, science, math, and social studies (Lin et al, 2013;Partovi & Reza, 2019;Rouse, 2017).…”
Section: Introductionmentioning
confidence: 99%
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