Let’s Play: Using Gamification in University Classes as a Means to Increase Motivation and Engagement While Lowering Stress

Abstract

Worldwide, traditional face-to-face (f2f) students struggled with a rapid shift to virtual learning as did faculty who often had limited experience and knowledge of developing online courses or knowing how to engage their students. Many institutions of higher education have returned to classrooms, first with hybrid approaches, and now f2f. However, just as the world has changed, our students and faculty have changed too and many are struggling with the traditional approaches. Faculty are reporting students' lack of engagement, such as failing to turn in assignments or read material and engage in discussions. A recent study has faculty describing student disconnection with terms such as “defeated,” “exhausted,” and “overwhelmed.” Using information gained via international workshops and personal experiences, we present methods to increase motivation and engagement through the use of gamification approaches that can be used f2f or in online classes. There is a proliferation of free online tools that can be used to increase higher education student engagement and we outline and demonstrate multiple ways to bring this “playful” learning into our classes to promote collaboration and engagement plus expand our assessment strategies. Using gamification helps to promote playfulness which has been shown to lower perceived stress in adults and to facilitate lowering their use of negative, avoidant, or unhealthy behaviors (Magnuson & Barnett, 2013). This paper will address some of the current issues and provide suggestions as to how to introduce gamification ideas into higher education courses.



Author Information
Katherine Green, The Chicago School of Professional Psychology, United States
Kelly M. Torres, The Chicago School of Professional Psychology, United States
Alisha DeWalt, The Chicago School of Professional Psychology, United States

Paper Information
Conference: BCE2022
Stream: Learning Experiences

This paper is part of the BCE2022 Conference Proceedings (View)
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To cite this article:
Green K., Torres K., & DeWalt A. (2022) Let’s Play: Using Gamification in University Classes as a Means to Increase Motivation and Engagement While Lowering Stress ISSN: 2435-9467 – The Barcelona Conference on Education 2022: Official Conference Proceedings (pp. 87-98) https://doi.org/10.22492/issn.2435-9467.2022.7
To link to this article: https://doi.org/10.22492/issn.2435-9467.2022.7


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Posted by James Alexander Gordon