Abstract Details

Gamification In Undergraduate Hybrid Class Development To Increase Engagement

In today’s increasingly technological world, it is important for curriculum designers to consider course creation which incorporates the best of online, face-to-face, synchronous, and asynchronous teaching and learning strategies. Hybrid courses are often the answer, as they take the best of each delivery mode into consideration. Furthermore, hybrid course development offers opportunities for differentiation based on student needs. One example explored during this presentation will center on how one delivery method can meet the needs of both traditional vs non-traditional students. Another example focuses on how hybrid models may push some students past their comfort zones through unfamiliar class components while still providing safe traditional spaces in other components.
Gamification, in the context of this presentation, refers to the utilization of specific game components within the teaching and learning process chosen as a way to build understanding. Information and content can be shared with the students in a much more engaging way if the course developer and/or instructor are willing to embrace gamification and embed opportunities throughout the course. When students are able to interact with the content in other ways than lecture, longer lasting connections and a stronger foundation are formed. Another benefit associated with embedding gamification in higher education courses is that students are more willing to embrace games and gamification in their own careers due to these experiences. Pre-service teachers have a deeper understanding of how games promote deeper learning and will develop lessons with game components which result in more engaging classrooms.
During the presentation, attendees will gain information about the importance of active learning and engagement in connection to gamification specifically in higher education classrooms. In addition, examples of how this can be accomplished will be demonstrated by the presenter. At the conclusion of the presentation, knowledge will be shared about the importance of gamification and how to make this come to life in the higher education classroom, even if delivery is not in a synchronous, face-to-face environment. Attendees will have opportunities to share examples of how they have embraced gamification in their own professions.

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