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Gamifying Education: Motivation and the Implementation of Digital Badges for Use in Higher Education
Delello, Julie A.; Hawley, Harmonie; McWhorter, Rochell R.; Gipson, Christine S.; Deal, Belinda – International Journal of Web-Based Learning and Teaching Technologies, 2018
This article describes how gamification in education through the use of digital badges has emerged as a means to motivate and reward student learning. This exploratory, multi-case study looked at the motivations and perceptions of 90 higher education students across four disciplines, regarding the use of digital badges as an incentive for either a…
Descriptors: Recognition (Achievement), Educational Technology, Technology Uses in Education, College Students
Delello, Julie A.; McWhorter, Rochell R.; Camp, Kerri M. – Journal of Educational Multimedia and Hypermedia, 2015
Augmented reality (AR) is an emerging technology that blends physical objects with virtual reality. Through the integration of digital and print media, a gap between the "on and offline" worlds are merged, radically shifting student-computer interaction in the classroom. This research examined the results of a multiple case study on the…
Descriptors: College Students, Higher Education, Computer Simulation, Information Technology
Delello, Julie A.; McWhorter, Rochell R.; Camp, Kerri M. – International Journal on E-Learning, 2015
In order to explore the rich dynamics of using social media as a tool for learning within higher education classrooms, researchers across three disciplines: education, human resource development (HRD), and marketing, joined forces seeking ways to focus on learning through a retrospective analysis. Three concepts--engagement, community building,…
Descriptors: Social Networks, Higher Education, Mixed Methods Research, Case Studies