Abstract
Modern students have ubiquitous access to mobile devices for communication, entertainment, and other purposes. In addition, most students are avid players of either (or both) digital and other kinds of games. Thus, university lecturers (and school teachers as well) regularly face the challenge of competing with games and other entertainment content about their students’ attention, often even during class. In this paper, we propose a concept for the gamification of university education and demonstrate a prototype implementing this concept. Both the concept and the prototype serve as the first step for further research towards an integrated gamifaction approach and measuring its impact.
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© 2014 Springer International Publishing Switzerland
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Fuß, C., Steuer, T., Noll, K., Miede, A. (2014). Teaching the Achiever, Explorer, Socializer, and Killer – Gamification in University Education. In: Göbel, S., Wiemeyer, J. (eds) Games for Training, Education, Health and Sports. GameDays 2014. Lecture Notes in Computer Science, vol 8395. Springer, Cham. https://doi.org/10.1007/978-3-319-05972-3_11
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DOI: https://doi.org/10.1007/978-3-319-05972-3_11
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-05971-6
Online ISBN: 978-3-319-05972-3
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