Wanna Play? Gamifcation of STEM Courses in Higher Education

Author(s)
John
Hossler
*,
Seattle Pacific University
Talk Abstract
While the word "gamification" may sound like it means playing games in class, it means something entirely different: the infusion of game principles into an otherwise non-game situation. Gamification is the addition of game elements, mechanics, and principles to non-game contexts--the classroom, for example. Gamified settings are becoming more and more popular in non-classroom contexts, and this research specifically looks at what it might take to gamify an undergraduate STEM course, including advantages, disadvantages, and challenges.
Time Slot
2016-04-02T14:30:00
Room Number
STAG 163