"How Using Gamification in Your Online Classroom Can Engage and Motivate Students During COVID-19" - Lori Wortylko
From Lori Wortylko
Presenter: Lori Wortylko, Assistant Professor
Title: How using gamification in your online classroom can engage and motivate students during COVID-19
Description: Gamification has morphed over time and has become integrated into the fabrics of our everyday lives; from loyalty programs to education itself. For instructors, gamification requires rethinking the classroom. Finding ways to challenge students is important, and reconceptualizing basic concepts, like reading a syllabus, can help engage learners more effectively.
Abstract: There is psychological research that points to the cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Because of their design, games engage learners in a way that motivates and encourages perseverance (Gee, 2003). Games offer rewards and immediate feedback that leads to a sense of accomplishment for the player (Kapp, 2012). Moreover, gaming often promotes authentic learning and ample problem-solving opportunities (Gee, 2003). When playing games, individuals are likely to become immersed in the experience and, as a result of this engagement, are more likely to remember information and develop enduring understanding of concepts (Gee, 2003). Gamification efforts have shown positive effects on student engagement and learning outcomes. The presenter will share an example of gamification used in online classes during COVID-19 and demonstrate how the assignment met learning outcomes. Further, the presenter will share both qualitive and quantitate data to illustrate the efficacy of the assignment, including student survey responses.Click here to return to the Virtual Conference Agenda page.