ID Corner: Gamification

Volume 2: Issue 1 (April 2018 )

Christopher Grabau, Ph.D.

Video-based media in Teaching and Learning

The increasing presence of video-based media in higher education has created an enormous impact on teaching and learning methodologies. From capturing lectures and assigning student-created media projects, to video-centric pedagogical strategies like the flipped classroom, clearly, video-based media has changed the way we create, consume, and deliver information within higher education.

While past Notebook entries offered an introduction into gamification and learning (Gambill, 2018), the Instructional Developer team at the Reinert Center wanted to shine a brighter spotlight on gamification at Saint Louis University. In this issue, we offer more resources as well as a few profiles on faculty who are incorporating games into their teaching.

Dr. Robert Cole, Assistant Professor in the College of Education describes how the web-based game, Kahoot! can help assess student knowledge and encourage discussion. Also included is an interview with Dr. Simone Brengi, Associate Professor of Languages, Literatures, and Cultures. Dr. Bregni talks about his Game-Based Learning (GBL) model of course design. The model utilizes video games and other “realia” to help reinforce linguistic skills and to help expose students to other nations, cultures, or groups.

We hope this issue will help inspire you to think about how games can support your teaching goals. If you would like to investigate ways to incorporate video into your teaching, please feel free to schedule a meeting with someone in the Reinert Center.

REFERENCES

Deterding, Sebastian, Rilla Khaled, Lennart E. Nacke, and Dan Dixon. "Gamification: Toward a definition." In CHI 2011 gamification

workshop proceedings, vol. 12. Vancouver BC, Canada, 2011.

Educause Learning Initiative. 2013. (7). Things you should know about gamification. Retrieved October, 12, 2018.

Gambill, S. (2018). Gamification in the Classroom. [Web blog post]. Retrieved from

https://reinertcenter.com/2018/07/18/gamification-in-the-classroom/

Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-learning and Digital Media, 2(1), 5-16.

Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in

Human Behavior.

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-

31.