The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates

There is a breadth of psychological research that points to potential cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Further, thoughtfully applying gaming elements and structures to classroom environments, an approach call...

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Main Authors: Julia Gressick, Joel B. Langston
Format: Article
Language:English
Published: Indiana University Office of Scholarly Publishing 2017-07-01
Series:Journal of the Scholarship of Teaching and Learning
Subjects:
Online Access:https://scholarworks.iu.edu/journals/index.php/josotl/article/view/22119
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author Julia Gressick
Joel B. Langston
author_facet Julia Gressick
Joel B. Langston
author_sort Julia Gressick
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description There is a breadth of psychological research that points to potential cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Further, thoughtfully applying gaming elements and structures to classroom environments, an approach called gamification, has the potential to optimize learning. This paper discusses theory-driven classroom gamification innovations implemented in an undergraduate educational psychology course and uses a case study approach to understand how these changes impacted students’ in-class learning experiences in positive ways. We will discuss specific interventions, students’ perceptions of these interventions, instructor reflection of the effects on student learning outcomes, and implications for classroom practice.
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spelling doaj.art-318d50c00f81473aa580362ff0c4bf652022-12-22T01:51:48ZengIndiana University Office of Scholarly PublishingJournal of the Scholarship of Teaching and Learning1527-93162017-07-0117310.14434/v17i3.22119The Guilded Classroom: Using Gamification to Engage and Motivate UndergraduatesJulia Gressick0Joel B. Langston1Indiana University South BendIndiana University South BendThere is a breadth of psychological research that points to potential cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Further, thoughtfully applying gaming elements and structures to classroom environments, an approach called gamification, has the potential to optimize learning. This paper discusses theory-driven classroom gamification innovations implemented in an undergraduate educational psychology course and uses a case study approach to understand how these changes impacted students’ in-class learning experiences in positive ways. We will discuss specific interventions, students’ perceptions of these interventions, instructor reflection of the effects on student learning outcomes, and implications for classroom practice.https://scholarworks.iu.edu/journals/index.php/josotl/article/view/22119Gamifiedmotivationeducational psychologygame-based learningcollaboration
spellingShingle Julia Gressick
Joel B. Langston
The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates
Journal of the Scholarship of Teaching and Learning
Gamified
motivation
educational psychology
game-based learning
collaboration
title The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates
title_full The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates
title_fullStr The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates
title_full_unstemmed The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates
title_short The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates
title_sort guilded classroom using gamification to engage and motivate undergraduates
topic Gamified
motivation
educational psychology
game-based learning
collaboration
url https://scholarworks.iu.edu/journals/index.php/josotl/article/view/22119
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