Gamifying behaviour that leads to learning

dc.contributor.authorWatson, Diane
dc.contributor.authorHancock, Mark
dc.contributor.authorMandryk, Regan L.
dc.date.accessioned2015-08-11T19:58:49Z
dc.date.available2015-08-11T19:58:49Z
dc.date.issued2013
dc.description.abstractMany courses require self-study to succeed. This is especially true of online courses. However, self-study activities, such as reading the textbook and completing the associated workbook, are not motivating and do not contribute directly to grades. As a result many students do not complete these activities and this may lead to a lower understanding of the material and a lower overall grade in the class. In this paper we present the prototype of a casual game, Reading Garden, which encourages self-study through casual gameplay.en_US
dc.description.refereedYesen_US
dc.identifier.doi10.1145/2583008.2583021
dc.identifier.urihttp://hdl.handle.net/1880/50879
dc.identifier.urihttps://doi.org/10.11575/PRISM/46205
dc.publisherACMen_US
dc.publisher.urlhttp://dx.doi.org/10.1145/2583008.2583021en_US
dc.titleGamifying behaviour that leads to learningen_US
dc.typeunknown
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