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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: 
Saturday, April 2, 2016 - 14:25
Room Number: 
STAG 163