Gamifying behaviour that leads to learning
dc.contributor.author | Watson, Diane | |
dc.contributor.author | Hancock, Mark | |
dc.contributor.author | Mandryk, Regan L. | |
dc.date.accessioned | 2015-08-11T19:58:49Z | |
dc.date.available | 2015-08-11T19:58:49Z | |
dc.date.issued | 2013 | |
dc.description.abstract | Many 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.refereed | Yes | en_US |
dc.identifier.doi | 10.1145/2583008.2583021 | |
dc.identifier.uri | http://hdl.handle.net/1880/50879 | |
dc.identifier.uri | https://doi.org/10.11575/PRISM/46205 | |
dc.publisher | ACM | en_US |
dc.publisher.url | http://dx.doi.org/10.1145/2583008.2583021 | en_US |
dc.title | Gamifying behaviour that leads to learning | en_US |
dc.type | unknown |
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