期刊名称:Issues in Informing Science and Information Technology
印刷版ISSN:1547-5840
电子版ISSN:1547-5867
出版年度:2013
卷号:10
页码:195-207
出版社:Informing Science Institute
摘要:Gamification has gained traction in recent years as an effective way of engaging users to perform actions in contexts that would otherwise be considered tedious and undesirable. Education is an area in which user engagement could have the greatest impact on success, with some advantages for students being improved grades or better comprehension. The authors of this paper have designed and implemented a three part system for gamifying a social learning environment designed for use in higher educ ation lecture classrooms. Our goal in doing so is to foster greater user engagement from the students using the system and thereby promote an environment better suited for active learning.