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Gamifying the virtual learning environment: A case study

Williams, Rachel; Tarrabain, Chloe

Authors

Rachel Williams Rachel21.Williams@uwe.ac.uk
Senior Lecturer in Organisation Studies



Abstract

This presentation aims to contribute to deeper understandings of how gamification has been practically used on a first-year undergraduate module to encourage student engagement and participation beyond asynchronous sessions. Online innovations have been particularly pertinent in the context of the increasing roll-out of distance and online learning in higher education (Mishra et al, 2020), however this has also presented unique barriers engagement (Jaggars, 2014; Trow, 2006). The insights gained from this case study have helped to develop understandings into how gamification through blackboard can be used as a multifaceted tool which encourages participation, can be used as a tool for monitoring engagement and provides data which can be used to understand the ways students interact with module material.

Presentation Conference Type Presentation / Talk
Conference Name LTSE (Learning Teaching Student Experience), 2022
Start Date May 24, 2022
End Date May 25, 2022
Deposit Date Mar 13, 2023
Keywords Gamification, teaching and learning, engagement
Public URL https://uwe-repository.worktribe.com/output/10549812
Publisher URL https://charteredabs.org/
Related Public URLs https://charteredabs.org/events/ltse2022/