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Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Robert Costello (Newcastle College University Centre, UK)
Indexed In: PsycINFO®
Release Date: April, 2020 | Copyright: © 2020 | Pages: 205

Publication Status: E-Book and Print Version Available for Purchase
ISBN13: 9781799820796
ISBN13 Softcover: 9781799820802
EISBN13: 9781799820819
DOI: 10.4018/978-1-7998-2079-6

Description:

A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Augmented Reality
  • Educational Environment
  • Educator Model (EM)
  • Gamification
  • Higher Education
  • Learning Technologies
  • Socialization
  • Student Engagement
  • Student Motivation
  • Virtual Reality

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Robert Costello has worked as a researcher within the field of online learning, and in particular (personalized, gamification, and adaptive learning) while incorporating learning theories and Adaptive Information Retrieval (AIR) since 2005. His research trends do vary to incorporate postgraduates. It has mostly involved tailoring system designs for community collaboration, mLearning, and gamification within higher education. Over the last 13 years, he has taught a variety of computing modules in further education to higher education. Currently, he is a HE programme leader for the BSc Hons top-up degree.

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