Gameful Learning and its Application
Bushra, Rafia (2020)
Bushra, Rafia
2020
Degree Programme in Science and Engineering, BSc (Tech) - Degree Programme in Science and Engineering, BSc (Tech)
Tekniikan ja luonnontieteiden tiedekunta - Faculty of Engineering and Natural Sciences
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Hyväksymispäivämäärä
2020-05-04
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202005054956
https://urn.fi/URN:NBN:fi:tuni-202005054956
Tiivistelmä
The term ’gameful learning’ has warranted an extensive research matter for gamifcation authorities around the globe. Combining gameful activities with an unappealing school lecture gives teachers the potential of producing outstanding results
from their students. In this era of technology and innovation, gamifed online learning platforms open up a world of possibilities for educators to deliver contemporary
knowledge. This thesis examines 4 signifcant gameful design principles and proposes their application onto an online learning platform developed by Aalto University named A-plus. First, the efect of gamifying classrooms is analyzed through a
literature review. This is then followed by a collective assessment of whether A-plus
already promotes some gameful design conventions. The literature review outlines
some prerequisites of designing gameful courses, and it also divulges a few misconceptions about gameful learning and motivation among students. Analyzing the
A-plus learning management system shows that there are, in fact, some key gameful
features present in the application. However, further improvements can be done to
facilitate the learning process of students.
from their students. In this era of technology and innovation, gamifed online learning platforms open up a world of possibilities for educators to deliver contemporary
knowledge. This thesis examines 4 signifcant gameful design principles and proposes their application onto an online learning platform developed by Aalto University named A-plus. First, the efect of gamifying classrooms is analyzed through a
literature review. This is then followed by a collective assessment of whether A-plus
already promotes some gameful design conventions. The literature review outlines
some prerequisites of designing gameful courses, and it also divulges a few misconceptions about gameful learning and motivation among students. Analyzing the
A-plus learning management system shows that there are, in fact, some key gameful
features present in the application. However, further improvements can be done to
facilitate the learning process of students.
Kokoelmat
- Kandidaatintutkielmat [8315]