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Connect, Learn & Earn Does gamification promote increased engagement in interpersonal connectivity activities on an online orientation programme for postgraduate students?

Author Edel Gavan, Rob Lowney, Allison McKay, Brid O'Connell, Ciara O'Toole
Abstract Gamification in education is described as the use of "game, game-like activities or game elements" to enhance learning, motivate students and increase engagement (Brigham, 2015). In September 2018 Hibernia College introduced a gamification tool to the two-week online orientation for blended learning initial teacher education programmes in an effort to improve engagement and socialisation. The tool awarded experience ('XP') points to the student teachers for participating in activities that required interaction with peers. Its impact was evaluated using VLE log data and survey responses, the results of which indicated a marked increase in activity engagement and a positive response from student teachers.
Keywords Gamification; online orientation; postgraduate; online learning community
Published In ICEP Proceedings
Year 2018
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