Pub Date : 1900-01-01DOI: 10.4018/978-1-7998-1306-4.ch021
A. K. Yousof
The chapter presents the results of a systematic analysis of published works on utilizing gamification in higher education. The analysis sheds light on the positives and challenges of using gamification in education. The author investigated the studies that tackled the use of gamified learning in various educational environments and contexts. Although the literature has focused on the general use of gamification, previous research did not highlight other positives and negatives that may result from the use of gamified learning in the classroom. In addition, there was minimal focus on the role of gameplay elements in promoting and/or hindering the use of gamification in higher education. Results of this systematic analysis showed that the use of gamification in higher education is associated with three main elements: pedagogy, design, and behavior. Benefits and challenges of utilizing gamification in the classroom are discussed in light of those elements.
{"title":"Benefits and Disadvantages of Utilizing Gamified Learning in Higher Education","authors":"A. K. Yousof","doi":"10.4018/978-1-7998-1306-4.ch021","DOIUrl":"https://doi.org/10.4018/978-1-7998-1306-4.ch021","url":null,"abstract":"The chapter presents the results of a systematic analysis of published works on utilizing gamification in higher education. The analysis sheds light on the positives and challenges of using gamification in education. The author investigated the studies that tackled the use of gamified learning in various educational environments and contexts. Although the literature has focused on the general use of gamification, previous research did not highlight other positives and negatives that may result from the use of gamified learning in the classroom. In addition, there was minimal focus on the role of gameplay elements in promoting and/or hindering the use of gamification in higher education. Results of this systematic analysis showed that the use of gamification in higher education is associated with three main elements: pedagogy, design, and behavior. Benefits and challenges of utilizing gamification in the classroom are discussed in light of those elements.","PeriodicalId":151086,"journal":{"name":"Handbook of Research on Adult Learning in Higher Education","volume":"177 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113989777","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-7998-1306-4.ch023
L. Elliott
Technology seems to be here to stay and academics are encouraged to incorporate it into their classrooms. Yet, little has been written about the human side and how the widespread use of technology by students changes the expectations of their effort, the instructor's approach, satisfaction with the learning experience, and the students' ability to apply what they have learned to future coursework or their life. This chapter reports research that informs this topic, synthesizes the current literature as it pertains to technology and pedagogy, and correlates this information with what is known about the development of metacognition during learning in adults. The chapter ends with some helpful approaches.
{"title":"The Impact of User Experience With Technology on Course Expectations","authors":"L. Elliott","doi":"10.4018/978-1-7998-1306-4.ch023","DOIUrl":"https://doi.org/10.4018/978-1-7998-1306-4.ch023","url":null,"abstract":"Technology seems to be here to stay and academics are encouraged to incorporate it into their classrooms. Yet, little has been written about the human side and how the widespread use of technology by students changes the expectations of their effort, the instructor's approach, satisfaction with the learning experience, and the students' ability to apply what they have learned to future coursework or their life. This chapter reports research that informs this topic, synthesizes the current literature as it pertains to technology and pedagogy, and correlates this information with what is known about the development of metacognition during learning in adults. The chapter ends with some helpful approaches.","PeriodicalId":151086,"journal":{"name":"Handbook of Research on Adult Learning in Higher Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130860512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-7998-1306-4.ch022
Abdülmenaf Gül, Cigdem Uz Bilgin
Various methods and technological tools have been utilized to meet the unique needs of adult learners. One of the recent methods is gamification, in which game elements and mechanics were utilized within a non-gaming context. This chapter reviews the literature and presents an overview of gamification implementations to develop systematic understanding of how gamification can be integrated into the adult learning process. An electronic search of articles from 2009 to 2019 was conducted, and 23 studies were reviewed in detail. The study shows gamification has mainly been utilized within the workplace environment and in the health education. The principle investigated constructs were satisfaction, motivation, engagement, and knowledge acquisition. Although the reviewed papers reported promising results in terms of utilizing gamification for adult learning, further research is needed.
{"title":"Gamification in Adult Learning","authors":"Abdülmenaf Gül, Cigdem Uz Bilgin","doi":"10.4018/978-1-7998-1306-4.ch022","DOIUrl":"https://doi.org/10.4018/978-1-7998-1306-4.ch022","url":null,"abstract":"Various methods and technological tools have been utilized to meet the unique needs of adult learners. One of the recent methods is gamification, in which game elements and mechanics were utilized within a non-gaming context. This chapter reviews the literature and presents an overview of gamification implementations to develop systematic understanding of how gamification can be integrated into the adult learning process. An electronic search of articles from 2009 to 2019 was conducted, and 23 studies were reviewed in detail. The study shows gamification has mainly been utilized within the workplace environment and in the health education. The principle investigated constructs were satisfaction, motivation, engagement, and knowledge acquisition. Although the reviewed papers reported promising results in terms of utilizing gamification for adult learning, further research is needed.","PeriodicalId":151086,"journal":{"name":"Handbook of Research on Adult Learning in Higher Education","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133410084","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}