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There's an app for that! Utilising technology to gamify student engagement

Williams, Rachel; Sutherland, Neil

Authors

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



Abstract

What can video games like Pokémon teach us about improving student engagement? In this session you will learn how to utilise underexplored features of Instagram and Blackboard to gamify the student experience and ultimately increase engagement. These regular Festival attendees bring you concrete ideas to take away. We will present two case studies, one showing how we have used gamification at a programme level and one at a module level to show how the core tenants of gamification can be applied in a range of settings. Come along to learn from our successes (and failures) and find out how you can level up your professional practice. (45 minutes)

Citation

Williams, R., & Sutherland, N. (2022, June). There's an app for that! Utilising technology to gamify student engagement. Presented at UWE festival of Learning, 2022, UWE, Bristol

Presentation Conference Type Speech
Conference Name UWE festival of Learning, 2022
Conference Location UWE, Bristol
Start Date Jun 16, 2022
End Date Jun 24, 2022
Deposit Date Jun 16, 2023
Keywords gamification, higher education, engagement
Public URL https://uwe-repository.worktribe.com/output/10549832
Related Public URLs https://www.uwe.ac.uk/events/festival-of-learning