Framing Gamification: A Plan for Motivation and Retention

Abstract: 

In this session, participants will explore a gamification framework and its use in online and blended courses.

Extended Abstract: 

The University of Texas Rio Grande Valley (UTRGV) Center for Online Learning and Teaching Technology has developed a framework for use in implementing gamification into courses in an effort to innovate while increasing retention, engagement and motivation.
Gamification refers to the use of game design, game elements, and game mechanics in non-game activities such as teaching and learning. The use of gamified elements such as points, badges, leaderboards and storylines can be incorporated in a micro or macro approach to online or blended courses. Research is relatively new and mixed findings exist. Some findings indicate that this fairly new pedagogical approach can lead to higher retention rates, student engagement and motivation. Furthermore such research indicates that the use of gamification can motivate students to act or engage, with intensity and propensity, in educational activities. While other research indicates that gamification hurts student motivation and in turn affects learning outcomes. The solution to this perplexity is to use a systematic, quality assured pedagogical approach to developing gamified courses. The UTRGV Center for Online Learning and Teaching Technology has developed such an approach.
UTRGV Center for Online Learning and Teaching Technology staff in close collaboration with faculty developed a gamification framework. The framework was developed around the department's blueprinting process and centered in quality assurance. In this session, we will discuss and share the gamification framework.
Attendees will be able to take the gamification framework and use it at their own institutions.
The session will also include a interactive discussion on the link between gamification and student retention, engagement, and motivation.
A UTRGV faculty will share his experience and lessons learned when gamifying online and blended courses.

The learning objectives for presentation include:
- A discussion of an institutional approach to the development of a gamification framework and its implementation in online and blended courses
- A discussion of the link between gamification and motivation students
- The sharing of ideas and gamification in education experiences

Paper ID: 
1570236506
Conference Session: 
Concurrent Session 3
Conference Track: 
Pedagogical Innovation
Session Type: 
Education Session
Intended Audience: 
Design Thinkers
Faculty
Instructional Support