Gamification, first documented back in 2008, entered widespread adoption in the second half of 2010 as
several industry players and conferences popularized it 2. Gamification of education is still in its nascent stages according to The
2013 NMC Horizon Report on Higher
Education 3,
more particularly so about applications in higher education. There are reported applications of games and
gamification across disciplines including Architecture, History and Nursing, but studies have yet to be made
to gamify Engineering courses in tertiary level and how can gamification arose
learning interest and engagement from engineering students. It is important to
explore the mindsets students engage with games — their behaviors and
motivations — and implement a better instruction method using game frameworks
that transform into learning experiences. In the context of higher education,
when engineering students are expected to think critically in order to solve
problems, game-like situations can be used in any Engineering courses to
reinforce learning of the real world applications of concepts.

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