Session 6 | 3:50pm | Room 2
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.