• Gamifying Behaviour that Leads to Learning

    D. Watson, M. Hancock, and R. Mandryk, “Gamifying Behaviour that Leads to Learning,” in Gamification 2013, 2013, pp. 87-90.

    @InProceedings{watson:2013:readinggarden,
    author = {Diane Watson and Mark Hancock and Regan Mandryk},
    title = {Gamifying Behaviour that Leads to Learning},
    booktitle = {Gamification 2013},
    year = {2013},
    abstract = {Many courses require self-study to succeed. This is espe-cially 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 },
    pages = {87-90},
    pdf = {ReadingGarden.pdf},
    subtype = {conference}
    }


    Abstract

    Many courses require self-study to succeed. This is espe-cially 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