Gamifying Behaviour that Leads to Learning

Title Gamifying Behaviour that Leads to Learning
Author
Abstract

Many courses require self-study to succeed. This is especially true of online courses. However, self-study activities, such as reading the textbook and completing the associated workbook, are not motivating and do not contribute directly to grades. As a result many students do not complete these activities and this may lead to a lower understanding of the material and a lower overall grade in the class. In this paper we present the prototype of a casual game, Reading Garden, which encourages self-study through casual gameplay.

Year of Publication
2013
Conference Name
Proceedings of the First International Conference on Gameful Design, Research, and Applications
DOI
10.1145/2583008.2583021
Download citation