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Outputs (8)

Gamified Learning in Higher Education: An Instructional Design Method to Improve Engagement (2022)
Book Chapter
Garden, C., & Rivera, E. (2022). Gamified Learning in Higher Education: An Instructional Design Method to Improve Engagement. In O. Bernardes, V. Amorim, & A. Carrizo Moreira (Eds.), Handbook of Research on the Influence and Effectiveness of Gamification in Education (497-520). IGI Global. https://doi.org/10.4018/978-1-6684-4287-6

Gamification and Design Thinking can be thought of as part of Instructional Design (ID) in the Higher Education (HE) context. Each of these fields has much to learn from the others. For example, although there is a lack of agreed method to gamify lea... Read More about Gamified Learning in Higher Education: An Instructional Design Method to Improve Engagement.

Gamifying Formative Assessments for Student Engagement: The First Real How-To (2019)
Presentation / Conference Contribution
Rivera, E., & Garden, C. (2019, November). Gamifying Formative Assessments for Student Engagement: The First Real How-To. Presented at SEDA Autumn Conference 2019, Leeds, UK

Over the past three years, Edinburgh Napier University has invested significant resources
in supporting a programme-focused approach to learning. Vital to this is the effectiveness
of highquality formative assessments in its modules. However, forma... Read More about Gamifying Formative Assessments for Student Engagement: The First Real How-To.

Gamification for Engagement: A Framework to Study and Apply Gamification (2019)
Presentation / Conference Contribution
Garden, C., & Rivera, E. (2019, June). Gamification for Engagement: A Framework to Study and Apply Gamification. Presented at ENU Research Conference 2019, Edinburgh

We will showcase research currently underway through a PhD studentship entitled ‘Does Gamification improve engagement with, and effectiveness of formative assessment?’. We first define gamification and explain the theoretical basis of the new Gamific... Read More about Gamification for Engagement: A Framework to Study and Apply Gamification.

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.