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Application of Gamification to Blended Learning in Higher Education

Application of Gamification to Blended Learning in Higher Education
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Author(s): Kamini Jaipal-Jamani (Brock University, Canada)and Candace Figg (Brock University, Canada)
Copyright: 2019
Pages: 12
Source title: Advanced Methodologies and Technologies in Media and Communications
Source Author(s)/Editor(s): Mehdi Khosrow-Pour, D.B.A. (Information Resources Management Association, USA)
DOI: 10.4018/978-1-5225-7601-3.ch005

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Abstract

Digital game-based learning (DGBL) has been identified as an effective digital teaching strategy to foster 21st century learning. The inclusion of digital game-based learning in instruction is challenging for educators to structure in higher education learning environments, often because of the lack of coherence with curriculum. Gamification is a recent DGBL strategy that enables the instructor to incorporate the motivational and engagement elements of games in ways that can be adapted to curriculum requirements. Gamification, supported with digital technologies such as web-based tools and learning management systems, offers the instructor the benefits of both face-to-face traditional instruction and online learning. An example of how blended learning in higher education incorporates gamification is presented. Study findings indicate that the blended gamified learning environment motivated learners and promoted cognitive, skill, and attitude development.

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