Gamification is the utilisation of game-mechanics and game-solving methods to engage audience. It is
applied to commonplace activities where such activity is not commonly associated to the nature of
game play, for example, learning mathematics, undertaking science laboratory experiments, completing
a spreadsheet and designing software algorithms. Fundamentally, gamification of a specific learning
activity does not modify the material content, but enhance the value of the learning activity. This
inherently becomes the motivation for students to undertake the learning activity in order to solve the
given problem space. In this position paper, the framework of a commonplace learning activity will be
formalised and expanded to include the application of gamification. The groundwork for gamification
is then adopted in a competitive arena. Competitive arenas are a well-defined problem space that
provides well-structured problems to allow students to carry out test and multiple attempts at solving
the given challenge. Similarly to competitive sports (hence, the name arena), the competitive nature of
the problem space engages and drives students to be involved in the learning activity. Three case
studies are discussed that demonstrates the viability and initial attempts in the application of
gamification in the context of educational robotics. This includes urban search and rescue, soccer
playing robots and problem based arena.
History
Parent Title
Proceedings of TARC International Conference on Learning and Teaching : Innovation and Transformation in Learning and Teaching.
Start Page
96
End Page
102
Number of Pages
7
Start Date
2013-01-01
Finish Date
2013-01-01
ISBN-13
9789670115016
Location
Tunku Abdul Rahman University College, Kuala Lumpur, Malaysia
Publisher
Tunku Abdul Rahman University College
Place of Publication
Kuala Lumpur, Malaysia
Peer Reviewed
Yes
Open Access
No
Era Eligible
Yes
Name of Conference
TARC International Conference on Learning and Teaching