Gamifying higher education: Enhancing learning with Mobile Game App

Farshida Zafar, Jacqueline Wong, Mohammad Khalil

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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 publicationProceedings of the 5th Annual ACM Conference on Learning at Scale, L@S 2018
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450358866
DOIs
Publication statusPublished - 26 Jun 2018
Externally publishedYes
Event5th Annual ACM Conference on Learning at Scale, L at S 2018 - London, United Kingdom
Duration: 26 Jun 201828 Jun 2018

Publication series

NameProceedings of the 5th Annual ACM Conference on Learning at Scale, L at S 2018

Conference

Conference5th Annual ACM Conference on Learning at Scale, L at S 2018
Country/TerritoryUnited Kingdom
CityLondon
Period26/06/1828/06/18

Keywords

  • Blended Learning
  • Formative Assessment
  • Gamification
  • Mobile Application
  • Motivation
  • Self-Regulated Learning

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