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Research Centres Groups : SAS Pedagogical Research Group x
People : Errol Rivera x
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Research Centres Groups : SAS Pedagogical Research Group x
People : Errol Rivera x
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Gamification for student engagement: a framework
Journal Article
Rivera, E. S., & Garden, C. L. P. (2021)
Gamification for student engagement: a framework.
Journal of Further and Higher Education
,
45(7)
, 999-1012. https://doi.org/10.1080/0309877x.2021.1875201
Gamification, the application of game elements to non-game situations, has gained traction in education as a mechanism for improving motivation and/or learning outcomes. Altho...
Gamifying Formative Assessments for Student Engagement: The First Real How-To
Presentation / Conference
Rivera, E., & Garden, C. (2019, November)
Gamifying Formative Assessments for Student Engagement: The First Real How-To
. Presented at SEDA Autumn Conference 2019, Leeds, UK
Over the past three years, Edinburgh Napier University has invested significant resources in supporting a programme-focused approach to learning. Vital to this is the effectiv...
Gamification for Engagement: A Framework to Study and Apply Gamification
Presentation / Conference
Garden, C., & Rivera, E. (2019, June)
Gamification for Engagement: A Framework to Study and Apply Gamification
. Presented at ENU Research Conference 2019, Edinburgh
We will showcase research currently underway through a PhD studentship entitled ‘Does Gamification improve engagement with, and effectiveness of formative assessment?’. We fir...
Theory and Games: Developing a method for gamifying Higher Education
Conference Proceeding
Rivera, E. S., & Garden, C. L. P. (2018)
Theory and Games: Developing a method for gamifying Higher Education. In
EDULEARN18 Proceedings
Gamification, the use of game attributes in non-game context, is used in the private sector as well as education[1]. Research into Gamified Learning (GL) often focuses on case...
Putting theory into practice: gamification for student engagement
Conference Proceeding
Garden, C., & Rivera, E. (2018)
Putting theory into practice: gamification for student engagement. In
EDULEARN18 Proceedings
, (4563-4570). https://doi.org/10.21125/edulearn.2018.1138
Gamification is the use of game design elements in a non-game contexts [1]. It is an intervention that has been used in a business setting for a number of years and is now bec...
Game on!
Journal Article
Rivera, E. S. (2018)
Game on!.
Ology: Reviews in Applied Sciences
,
1
, 8-9. https://doi.org/10.14297/ras.v1i1.4
Diving into a diverse array of case studies in gamification and gameful design in higher education, Kevin Bell’s Game on! is a series of brief looks that feel in-depth.
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Innovation voucher Gamification
2019 - 2019
The project will produce recommendations for the application of gamification to the training product, informed by the company context, with a design led by the latest academic research in gamification...
Funder:
Scottish Funding Council
| Value:
£4,959
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