IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Using Gamification to Engage Higher-Order Thinking Skills

Using Gamification to Engage Higher-Order Thinking Skills
View Sample PDF
Author(s): Brian Bourke (Murray State University, USA)
Copyright: 2021
Pages: 21
Source title: Research Anthology on Developing Critical Thinking Skills in Students
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-7998-3022-1.ch033

Purchase

View Using Gamification to Engage Higher-Order Thinking Skills on the publisher's website for pricing and purchasing information.

Abstract

Critical thinking and other higher-order thinking skills are key objectives of higher education. Through the development of higher-order thinking skills, students are able to discern information from multiple, often competing sources, make sound judgements, draw conclusions, and enact creative solutions to complex problems. However, faculty can struggle with how to help students develop higher-order thinking skills, relying instead on transmission of knowledge, focusing on what to learn instead of how to learn. In this chapter, the author provides insights into the connections between using gamification as a pedagogical approach, and the development of higher-order thinking skills. The chapter addresses perspectives on higher-ordering thinking, approaches to gamification in college courses, and concludes with recommendations for faculty in approaching gamification.

Related Content

Jessica A. Manzone, Julia L. Nyberg. © 2024. 22 pages.
Angela Marie Novak, Brittany N. Anderson. © 2024. 27 pages.
Lucy K. Hunt, Erin Yoshida-Ehrmann. © 2024. 20 pages.
Angela Marie Novak. © 2024. 36 pages.
Lynne F. Henwood. © 2024. 19 pages.
Sean Doyle. © 2024. 20 pages.
Nyree D. Clark. © 2024. 26 pages.
Body Bottom