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Putting theory into practice: gamification for student engagement (2018)
Presentation / Conference Contribution
Garden, C., & Rivera, E. (2018, July). Putting theory into practice: gamification for student engagement. Presented at Edulearn 18: 10th International Conference on Education and New Learning Technologies, Palma, Spain

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)
Presentation / Conference Contribution
Rivera, E. S., & Garden, C. L. P. (2018, July). Theory and Games: Developing a method for gamifying Higher Education. Presented at Edulearn18, Palma, Spain

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.

Constructing Active Learning Experiences (2018)
Presentation / Conference Contribution
Garden, C., & Ennis, L. (2018, January). Constructing Active Learning Experiences. Presented at ALIEN (Active Learning In Edinburgh Napier) Staff Conference

There are many methods for stimulating Active Learning in the Higher Education classroom. Active Learning occurs when higher-order thinking is invoked during learning events, prompting spontaneous analysis, synthesis, and evaluation in participants (... Read More about Constructing Active Learning Experiences.