Publication: Gamifying Behaviour that Leads to Learning

Many courses require self-study to succeed. This is especially true of online courses. However, self-study activities, such as reading the textbook and completing the associated workbook, are not motivating and do not contribute directly to grades. As a result many students do not complete these activities and this may lead to a lower understanding of the material and a lower overall grade in the class. In this paper we present the prototype of a casual game, Reading Garden, which encourages self-study through casual gameplay.

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Participants

Diane Watson
University of Waterloo
Mark Hancock
Regan Mandryk
University of Saskatchewan

Citation

Watson, D., Hancock, M., Mandryk, R.L. 2013. Gamifying Behaviour that Leads to Learning. In Gamification '13, 87-90.

BibTeX

@inproceedings {321-ReadingGarden5.6-cameraready-dw,
author= {Diane Watson and Mark Hancock and Regan Mandryk},
title= {Gamifying Behaviour that Leads to Learning},
booktitle= {Gamification '13},
year= {2013},
pages= {87-90}
}