Skip to main content

Maintaining Online Engagement in e-Learning Through Games Based Learning and Gamification Techniques

  • Conference paper
  • First Online:
Smart Education and Smart e-Learning

Part of the book series: Smart Innovation, Systems and Technologies ((SIST,volume 41))

Abstract

The development of e-Learning over the last ten years has provided extended opportunities for many to study partially or wholly online, and provided opportunities for those unable to attend full-time degree courses to study at a distance from their host university. This paper will discuss how the advent of smart devices has greatly extended the reach of online anytime anywhere learning. However, sustaining engagement online throughout the lifetime of a degree course can be challenging for the isolated student, who does not experience the face to face contact with fellow students and tutors. This paper looks at some of the research underpinning the use of games based learning and more recently gamification along with some of the reasons why the lure of playing games is so appealing. The paper also suggests possible ways that their utilization could be considered within the design of e-Learning courses and their facilitation.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Welsh, K., France, D.: Smart phones and Fieldwork. Geography 97(Part 1), 47–51 (2012)

    Google Scholar 

  2. The Doctor will Skype you now. http://tinyurl.com/nbv77uv

  3. Red Laser https://itunes.apple.com/gb/app/redlaser-barcode-scanner-deal/id474902001?%20mt=8

  4. Microsoft Language Quality Game. http://social.technet.microsoft.com/wiki/contents/articles/9299.language-quality-game.aspx

  5. Anglia Ruskin University: The University where everyone’s a stranger http://ww2.anglia.ac.uk/ruskin/en/home/news/press_office.html

  6. Heppell www.heppell.net

  7. CEMP Stephen Heppell, short biography, including reference to Ultralab http://www.cemp.ac.uk/people/stephenheppell.php

  8. Lang, G.: Ultraversity-the use of technology in adult education, in ‘Integrating Adult Learning and Technology for Effective Education: Strategic Approaches’. IGI Global, Hershey, PA, USA http://www.igi-global.com/chapter/ultraversity-integrating-technology-adult-education/41849 (2010)

  9. Lang, G.: Facilitation of online teaching and learning, pp. 626–642. In: Wang, V.X. (ed.) Encyclopedia of Information Communication Technologies and Adult Education Integration. http://www.igi-global.com/chapter/ultraversity-integrating-technology-adult-education/41849 (2011)

  10. Wenger, E.: Communities of Practice-Learning, Meaning, and Identity. Cambridge University Press, Cambridge (1998)

    Google Scholar 

  11. Lang, G.: Pen-i-Ben: an online community of newly appointed head teachers and their mentors in Wales, UK. In: International Conference for Information Technology in Education ICICTE 2012 Rhodes. http://www.icicte.org/ICICTE12index.htm (2012)

  12. Lang, G.: From home computer to smart device, vol. 262. In: Smart Digital Futures 2014 (Ebook) pp. 611–623. doi:10.3233/978-1-61499-405-3-611 (2014)

  13. Selwyn, N., Gorrard, S., Furlong, J.: Adult Learning in the Digital Age. Routledge, Oxford (2006)

    Google Scholar 

  14. Ito, M., Horst, H., Bittanti, M., Boyd, D., Herr-Stephenson, B., Lange, P.G., Pascoe, C.J., Robinson, L.: Living and Learning with New Media: Summary of Findings from the Digital Youth Project. http://tinyurl.com/p4rrc34 (2008)

  15. Prensky, M.: Teaching Digital Natives. Corwin, Sage, California. ISBN 978-1-4129-7541-4 (2010)

    Google Scholar 

  16. Miller, D.J., Robertson, D.P.: Using a games console in the primary classroom: effects of ‘Brain Training’ programme on computation and self-esteem. British J. Educ. Technol. 41(2), 242–255 (2010)

    Google Scholar 

  17. McGonigal, J.: Reality is Broken. Why Games Make Us Better and How They Can Change the World. Vintage Books, London. ISBN 9780099540281 (2011)

    Google Scholar 

  18. Quest to Learn (2014) http://q2l.org/

  19. Werbach, K., Hunter, D.; For The Win. How Game Thinking can Revolutionize Your Business. Wharton Digital Press. Philadelphia. ISBN 978-1-61363-023-5. (2012)

    Google Scholar 

  20. Playful Learning. http://playfullearning.com/portfolio/what-is-gbl/

  21. Granic, I., Lobel, A., Engels, R.C.M.E.: The benefits of playing video games. Am. Psychol. 69(1), 66–78 (2014)

    Google Scholar 

  22. H2R Project. Riverside Innovation Centre. http://riversideinnovationcentre.co.uk/h2r-project/

  23. Directing Life Change. www.directlifechange.eu

  24. Kopfler, E., Osterwell, S., Salen, K.: Moving Learning Games Forward. The Education Arcade. Massachusetts Institute of Technology. http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf (2009)

  25. Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55(1), 68–78 (2000). http://dx.doi.org/10.1037/0003-066X.55.1.68

  26. Connelly, T., Boyle, L., Hainey, T.: A Survey of Students’ Motivations for Playing Computer Games: A Comparative Analysis. http://tinyurl.com/ljvzn4z (2007)

  27. Rymer, R.: Gamification: Using Game Mechanics to Enhance eLearning. http://elearnmag.acm.org/archive.cfm?aid=2031772 (2011)

  28. Csikszentmihalyi, M.: Play and intrinsic rewards. J. Humanist. Psychol. 15(3), 41–63 (1975). http://dx.doi.org/10.1177/002216787501500306

  29. Muntean, C.I.: Raising engagement in e-learning through gamification. http://tinyurl.com/psauwk7 (2011)

  30. Gallagher, P.: Friends Bright idea to fight obesity. Manchester Evening News Online (2014). http://tinyurl.com/lv6vjdd (2014)

  31. Whyte, J.: Putting our Data onto Open Street Map (OSM). https://traffordinnovationlab.wordpress.com/ (2014)

  32. Nesta: Citizens as sensors. Monday 27th October. http://www.nesta.org.uk/blog/citizens-sensors (2014)

  33. ASSE, Gamification for hard-to-reach adults – New horizons for re-engaging and re-mobilizing hard-to-reach adults in long-term unemployment situations http://tinyurl.com/pj4dym2 (2014)

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Geraint Lang .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Lang, G. (2015). Maintaining Online Engagement in e-Learning Through Games Based Learning and Gamification Techniques. In: L. Uskov, V., Howlett, R., Jain, L. (eds) Smart Education and Smart e-Learning. Smart Innovation, Systems and Technologies, vol 41. Springer, Cham. https://doi.org/10.1007/978-3-319-19875-0_18

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-19875-0_18

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-19874-3

  • Online ISBN: 978-3-319-19875-0

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics