Utilising Online Gamification to Promote Student Success and Retention in Tertiary Settings

Synopsis

As the higher education sector grapples with the demands of the COVID-19 pandemic, now more than ever, educators need to explore innovative learning activities that not only encourage better student engagement, but also adapt well to online delivery methods and systems. In this presentation, we provide tangible gamification activity ideas, explore the advantages and limitations of gamified environments, and elicit discussion on the broader subject of gamification and learning activity innovation in general.

Mr Marc Mellors and Dr Ingrid Harrington

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