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All Outputs (3)

Putting theory into practice: gamification for student engagement (2018)
Conference Proceeding
Garden, C., & Rivera, E. (2018). Putting theory into practice: gamification for student engagement. In EDULEARN18 Proceedings (4563-4570). https://doi.org/10.21125/edulearn.2018.1138

Gamification is the use of game design elements in a non-game contexts [1]. It is an intervention that has been used in a business setting for a number of years and is now becoming more and more applied in higher education [2]. We present the practic... Read More about Putting theory into practice: gamification for student engagement.

Theory and Games: Developing a method for gamifying Higher Education (2018)
Conference Proceeding
Rivera, E. S., & Garden, C. L. P. (2018). Theory and Games: Developing a method for gamifying Higher Education. In EDULEARN18 Proceedings

Gamification, the use of game attributes in non-game context, is used in the private sector as well as education[1]. Research into Gamified Learning (GL) often focuses on case studies of impact or value [2], and can suffer from a lack of parsimony. T... Read More about Theory and Games: Developing a method for gamifying Higher Education.

Five minutes of face time (2015)
Conference Proceeding
Davison, B., Rivera, E., & Fotheringham, J. (2015). Five minutes of face time. In EDULEARN15 Proceedings (6951-6957)

Despite the disadvantages of large class sizes identified by Cuseo [1], it is no longer unusual for university class sizes to far exceed 100 students. According to Cuseo, students in large classes typically receive less frequent, poorer quality inter... Read More about Five minutes of face time.