2015
DOI: 10.1177/1046878115620388
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Student Participation and Achievement in a Large Lecture Course With Game-Based Learning

Abstract: Background The use of game-based learning strategies in higher education has shown promise to increase student motivation and achievement. Although studies have begun to explore the structuring of courses as a game, little is known on who benefits the most from this type of instructional environment. Aim This research study explored the impact of a large lecture course designed with game-based learning on participation and achievement. Game elements included narrative, quests, points, feedback, and badges. Met… Show more

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Cited by 24 publications
(28 citation statements)
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“…Engagement and motivation are major factors in enhancing higher education learning objectives (Connolly et al, 2012;Erhel & Jamet, 2013;Ke et al, 2015;Nadolny & Halabi, 2015). Motivation is considered a central factor in the majority of reviewed studies (Felicia, 2011;Ljungkvist & Mozelius, 2012;von Wangenheim et al, 2012;Bellotti et al, 2013;Hannig et al, 2013;Ahmad et al, 2013;Pløhn, 2013;Denholm et al, 2012;Dzeng et al, 2014;Lancaster, 2014;Ariffin et al, 2014;Bolliger et al, 2015;Cózar-Gutiérrez, & Sáez-López, 2016;Dankbaar et al, 2016;Fu et al, 2016).…”
Section: Motivation and Engagementmentioning
confidence: 99%
“…Engagement and motivation are major factors in enhancing higher education learning objectives (Connolly et al, 2012;Erhel & Jamet, 2013;Ke et al, 2015;Nadolny & Halabi, 2015). Motivation is considered a central factor in the majority of reviewed studies (Felicia, 2011;Ljungkvist & Mozelius, 2012;von Wangenheim et al, 2012;Bellotti et al, 2013;Hannig et al, 2013;Ahmad et al, 2013;Pløhn, 2013;Denholm et al, 2012;Dzeng et al, 2014;Lancaster, 2014;Ariffin et al, 2014;Bolliger et al, 2015;Cózar-Gutiérrez, & Sáez-López, 2016;Dankbaar et al, 2016;Fu et al, 2016).…”
Section: Motivation and Engagementmentioning
confidence: 99%
“…Although not all authors mention the same characteristics, they all mention similar fiels. For example, Kenwright (2016) in his study on GBL in HE, mentions the four part structures from Allen: (1) Context, (2) Challenge, (3) Action, and (4) Feedback; Nadolny and Halabi (2016) states that there are five characteristics that affect students' response to GBL methods, these are: (1) Playfulness, (2) Comparative pedagogy, (3) Instrumentalist, (4) Grade Status and (5) Performance; and finally, Tham and Tham (2012) mention the six characterisitcs according to Prensky (2001), that lead to a strong engagement of students on games: (1) rules, (2) goals/objectives, (3) outcomes/feedback, (4) conflict/competition/challenge/opposition, (5) interaction and (6) representation/story.…”
Section: Theorethical Foundationsmentioning
confidence: 99%
“…Although most authors differ on the exact definition for GBL, most authors agree on the fact that these games provide students with the possibility of solving real-life challenges and compromises within a safe environment and avoiding the fear of the real-world consequences (Ebner & Holzinger, 2007;Kenwright, 2016;Nadolny & Halabi, 2016). The main benefit of GBL has been identified as the students' engagement and motivation in the course (Ebner & Holzinger, 2007;Kenwright, 2016;Nadolny & Halabi, 2016;Wiggins, 2016).…”
Section: Theorethical Foundationsmentioning
confidence: 99%
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“…Technological Pedagogical Content Knowledge (TPACK) is the interaction complex knowledge between technology, pedagogic, and content [4]. TPACK is good basic teaching with technology, pedagogic technic is technology that uses in a constructive way to teach the content, the knowledge of what makes that concept its hard or easy to learn and how technology can overcome some problem faced [5][6][7] TPACK (Technological Pedagogical and Content Knowledge) described teacher capability to how to facilitate learning from certain content through pedagogy approach and technology. This is because the teaching and learning process this time is reflected in the integration development between computer and application technology in the curriculum [8].…”
Section: Introductionmentioning
confidence: 99%