An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital games and/or simulations in communication courses, as well as instructor familiarity with gamification. A survey was constructed with questions emerging from the game-based learning and gamification literature. It was distributed to communication faculty at public institutions of higher education in a southern state. In this context, the author argues that while the term gamification is novel, the approach is not. Based on the results, current gamification strategies appear to be a repackaging of traditional instructional strategies.
Year of publication: |
2016
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Authors: | Wiggins, Bradley E |
Published in: |
International Journal of Game-Based Learning (IJGBL). - IGI Global, ISSN 2155-6857, ZDB-ID 2703300-4. - Vol. 6.2016, 1 (01.01.), p. 18-29
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Publisher: |
IGI Global |
Subject: | Game-based Learning | Game-design Elements | Gamification | Higher Education | Simulations |
Saved in:
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