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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.

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.

Game on! (2018)
Journal Article
Rivera, E. S. (2018). Game on!. Ology: Reviews in Applied Sciences, 1, 8-9. https://doi.org/10.14297/ras.v1i1.4

Diving into a diverse array of case studies in gamification and gameful design in higher education, Kevin Bell’s Game on! is a series of brief looks that feel in-depth.

Make the National Student Survey work for you (2018)
Other
Laird, P. (2018). Make the National Student Survey work for you. [internal]. Edinburgh

Laird, P. (2018). Make the National Student Survey work for you. The Bones, (April 2018), Edinburgh Napier University.