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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Welsh, K., France, D.: Smart phones and Fieldwork. Geography 97(Part 1), 47–51 (2012)
The Doctor will Skype you now. http://tinyurl.com/nbv77uv
Red Laser https://itunes.apple.com/gb/app/redlaser-barcode-scanner-deal/id474902001?%20mt=8
Microsoft Language Quality Game. http://social.technet.microsoft.com/wiki/contents/articles/9299.language-quality-game.aspx
Anglia Ruskin University: The University where everyone’s a stranger http://ww2.anglia.ac.uk/ruskin/en/home/news/press_office.html
Heppell www.heppell.net
CEMP Stephen Heppell, short biography, including reference to Ultralab http://www.cemp.ac.uk/people/stephenheppell.php
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)
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)
Wenger, E.: Communities of Practice-Learning, Meaning, and Identity. Cambridge University Press, Cambridge (1998)
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)
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)
Selwyn, N., Gorrard, S., Furlong, J.: Adult Learning in the Digital Age. Routledge, Oxford (2006)
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)
Prensky, M.: Teaching Digital Natives. Corwin, Sage, California. ISBN 978-1-4129-7541-4 (2010)
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)
McGonigal, J.: Reality is Broken. Why Games Make Us Better and How They Can Change the World. Vintage Books, London. ISBN 9780099540281 (2011)
Quest to Learn (2014) http://q2l.org/
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)
Playful Learning. http://playfullearning.com/portfolio/what-is-gbl/
Granic, I., Lobel, A., Engels, R.C.M.E.: The benefits of playing video games. Am. Psychol. 69(1), 66–78 (2014)
H2R Project. Riverside Innovation Centre. http://riversideinnovationcentre.co.uk/h2r-project/
Directing Life Change. www.directlifechange.eu
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)
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
Connelly, T., Boyle, L., Hainey, T.: A Survey of Students’ Motivations for Playing Computer Games: A Comparative Analysis. http://tinyurl.com/ljvzn4z (2007)
Rymer, R.: Gamification: Using Game Mechanics to Enhance eLearning. http://elearnmag.acm.org/archive.cfm?aid=2031772 (2011)
Csikszentmihalyi, M.: Play and intrinsic rewards. J. Humanist. Psychol. 15(3), 41–63 (1975). http://dx.doi.org/10.1177/002216787501500306
Muntean, C.I.: Raising engagement in e-learning through gamification. http://tinyurl.com/psauwk7 (2011)
Gallagher, P.: Friends Bright idea to fight obesity. Manchester Evening News Online (2014). http://tinyurl.com/lv6vjdd (2014)
Whyte, J.: Putting our Data onto Open Street Map (OSM). https://traffordinnovationlab.wordpress.com/ (2014)
Nesta: Citizens as sensors. Monday 27th October. http://www.nesta.org.uk/blog/citizens-sensors (2014)
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)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights 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)