Gamifying higher education: Enhancing learning with mobile game app

Farshida Zafar, Jacqueline Wong, Mohammad Khalil

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

7 Citations (Scopus)
21 Downloads (Pure)

Abstract

We present a mobile game app (EUR Game) that has been designed to complement teaching and learning in higher education. The mobile game app can be used by teachers to gauge how well students are meeting the learning objectives. Teachers can use the information to provide 'just-in-time' support and adapt their lessons accordingly. For the students, the game app is a study tool that can be used to test their own understanding and monitor their study progress. This, in turn, supports students' self-regulated learning. Gamification elements are also included in the game app to enhance the learning experience. During the demonstration, participants will experience the features of the game app and be engaged in an interactive session to explore the possible ways to use the mobile game app to support teaching and learning.
Original languageEnglish
Title of host publicationL@S '18 Proceedings of the Fifth Annual ACM Conference on Learning at Scale
Place of PublicationNew York, NY
PublisherAssociation for Computing Machinery (ACM)
Pages1-3
Number of pages3
ISBN (Print)978-1-4503-5886-6
DOIs
Publication statusPublished - 2018
EventL@S '18 The Fifth Annual ACM Conference on Learning at Scale - London, United Kingdom
Duration: 26 Jun 201828 Jun 2018
Conference number: 5

Conference

ConferenceL@S '18 The Fifth Annual ACM Conference on Learning at Scale
Country/TerritoryUnited Kingdom
CityLondon
Period26/06/1828/06/18

Keywords

  • Formative assessment
  • mobile application
  • gamification
  • blended learning
  • motivation
  • self-regulated learning

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