DIGITAL LIBRARY
GAME BASED LEARNING AND GAMIFICATION: TOWARDS THE DEVELOPMENT OF A HOW-TO-GUIDE IN STEM EDUCATION
The American College of Greece (GREECE)
About this paper:
Appears in: ICERI2016 Proceedings
Publication year: 2016
Pages: 5343-5352
ISBN: 978-84-617-5895-1
ISSN: 2340-1095
doi: 10.21125/iceri.2016.2299
Conference name: 9th annual International Conference of Education, Research and Innovation
Dates: 14-16 November, 2016
Location: Seville, Spain
Abstract:
Game Based Learning and Gamification are recognized as key responsive actions to a number of limitations and weaknesses in Higher Education and especially in STEM Education. Improved student engagement, better motivation, increased collaboration, are few of the factors found in literature. In this research paper we are firstly presenting a number of complementary approaches for game based learning in STEM education. In the second section we are discussing a number of available tools and technologies for the provision of such educational games. The main contribution of our research is a Methodology for the integration of Game Based Learning and Gamification in Higher Education. Our contribution is mainly in Environmental and Social Sciences. We use information technology as an enabler of Gamification and we build upon social theories of connectivity. Finally, we are promoting the importance of gamification by presenting a first analysis of the students' reactions and experiences from their participation in a game in the context of courses in the fields of Environmental Studies and IT.
Keywords:
Game Based Learning, Gamification, STEM Education, Active Learning, Active Research, Active Participation.