Projekter pr. år
Game-based learning, including video games, has been a central theme in the educational system as it contains different types of facilitation systems that are designed to keep the user on a particular experience and knowledge level. Continuous propulsion consistently focused around the user's personal learning curve is helping to motivate users to a behavioral persistence, daring to make mistakes as well as social acceptance of innovative new ideas. Through a case-based research design built around selected design principles from the video game World of Warcraft, this study examines whether a gamification of innovation processes makes it possible to support behavioral and cognitive changes related to maintaining a high level of energy and motivation for a student in higher education. The study argues that the application of the principles Quest and Levels, Dungeon, Crafting, “Wipe” and Achievement in a physical learning environment result in some benefits regarding creating motivation, behavioral persistence, process understanding, and momentum.
|Titel||EDULEARN 16 Proceedings|
|Status||Udgivet - 2016|
|Begivenhed||EDUlearn16: 8th International Conference on Education and New Learning Technologies - Barcelona, Spanien|
Varighed: 4 jul. 2016 → 6 jul. 2016
Konferencens nummer: 8
|Periode||04/07/16 → 06/07/16|