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What is Game Attribute

Handbook of Research on the Influence and Effectiveness of Gamification in Education
Distinct game design features used in gamification.
Published in Chapter:
Gamified Learning in Higher Education: An Instructional Design Method to Improve Engagement
Claire Louise Palmer Garden (Edinburgh Napier University, UK) and Errol Scott Rivera (Cardiff University, UK)
DOI: 10.4018/978-1-6684-4287-6.ch025
Abstract
Gamification and design thinking can be considered part of instructional design (ID) in the higher education (HE) context. Each of these fields has much to learn from the others. For example, although there is a lack of an agreed method to gamify learning, there are established models for ID. Furthermore, ID and gamified learning share limitations, notably a lack of reflection and empathy/systems approach in the processes used, that can be remedied by borrowing from design thinking. In the context of HE, it is appropriate to frame that empathy as student engagement to draw on the literature base. A gamification method is presented that incorporates reflection and student engagement to remedy these limitations. Although conceived to improve student engagement with formative assessment in UK HE, the process may be widely applied to other settings to support user engagement and enhance relevant outcomes (e.g., satisfaction) in different global locations.
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