Gamified Learning in Higher Education: An Instructional Design Method to Improve Engagement
Book Chapter
Garden, C., & Rivera, E. (2022)
Gamified Learning in Higher Education: An Instructional Design Method to Improve Engagement. In O. Bernardes, V. Amorim, & A. Carrizo Moreira (Eds.), Handbook of Research on the Influence and Effectiveness of Gamification in Education (497-520). IGI Global. https://doi.org/10.4018/978-1-6684-4287-6
Gamification and Design Thinking can be thought of as part of Instructional Design (ID) in the Higher Education (HE) context. Each of these fields has much to learn from the o...
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...
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...
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...
Constructing Active Learning Experiences
Presentation / Conference
Garden, C., & Ennis, L. (2018, January)
Constructing Active Learning Experiences. Presented at ALIEN (Active Learning In Edinburgh Napier) Staff Conference, Edinburgh Napier University, Craiglockhart Campus
There are many methods for stimulating Active Learning in the Higher Education classroom. Active Learning occurs when higher-order thinking is invoked during learning events, ...
Enabling creative professional conversations around academic leadership through dialogue
Journal Article
Hanna, B., Fiona, C., & Elaine, M. (2014)
Enabling creative professional conversations around academic leadership through dialogue. Educational developments, 10-12
No abstract available.
Luteinizing hormone response to an oestradiol challenge in 5 intersex pigs possessing ovotestes
Journal Article
Chalmers, C., Cook, B., Foxcroft, G. R., & Hunter, R. H. F. (1989)
Luteinizing hormone response to an oestradiol challenge in 5 intersex pigs possessing ovotestes. Reproduction, 87(2), 455-461. doi:10.1530/jrf.0.0870455
After challenge with oestradiol benzoate, the mean maximum LH concentration in 5 XX intersex pigs possessing ovarian and testicular tissue, or only testicular tissue, was 2\m=...