Gaming the System: Helping Students Level-Up Their Learning
PROCEEDING
Stein Brunvand, David Hill, University of Michigan-Dearborn, United States
Society for Information Technology & Teacher Education International Conference, in Austin, TX, United States ISBN 978-1-939797-27-8 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
The use of gamified learning has increased within the educational community over the last decade in an attempt to enhance student learning in multiple ways. In particular, researchers have started to examine gamified learning and its impact on student motivation and engagement within educational settings. However, few have examined the relationship between specific tools embedded within a learning management system (LMS) and student outcomes at the postsecondary level. The purpose of this study was to investigate the impact of a grade predictor tool embedded within a gaming inspired learning management system on 75 college students’ ability to accurately predict their final grades. Results indicated that all students reported using the tool on at least a monthly basis and the majority of students were able to correctly predict their final grades.
Citation
Brunvand, S. & Hill, D. (2017). Gaming the System: Helping Students Level-Up Their Learning. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1460-1466). Austin, TX, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from https://www.learntechlib.org/primary/p/177913/.
© 2017 Association for the Advancement of Computing in Education (AACE)
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