Richard Taylor, Higher Colleges of Technology, United Arab Emirates
Gamification is the application of game elements (such as rewards, rapid feedback cycles, and competition elements) to a non-game context in order to motivate users and engage them in activities that they would otherwise find boring. It is exactly this aspect of gamification that has attracted the attention of educators seeking to design learning experiences that can engage learners and increase their motivation on a cognitive, emotional and social level. My research project aims to evaluate the effectiveness of gamification on higher education students’ engagement, motivation and academic attainment. This is a research project in progress, so in this paper I will describe the rationale for the study, the theoretical framework, the methodology, and the expected outcomes.
Keywords: gamification, assessment, student engagement, ESL instruction