Please use this identifier to cite or link to this item: http://hdl.handle.net/1880/50879
Title: Gamifying behaviour that leads to learning
Authors: Watson, Diane
Hancock, Mark
Mandryk, Regan L.
Issue Date: 2013
Publisher: ACM
Abstract: 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.
URI: http://hdl.handle.net/1880/50879
Appears in Collections:Papers

Files in This Item:
There are no files associated with this item.


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.