Anonymity in large classrooms can lead to incivilities. One goal of teachers should therefore be to decrease anonymity in the classroom by using immediacy, like talking to students and knowing their names. However, this is not always feasible if the class size is significantly larger than regular classes. Our approach tries to get the participants to install our developed artifact called C4mpUs on their personal devices, in order to create a gamified learning environment that enables a playful opportunity to connect with other peers. This way anonymity is broken down by students themselves rather than by the instructor. Our findings show that students tend to approach other participants they haven’t met before, rather than only connect with...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Lecture sizes of courses at large universities are increasing, which could affect participation and ...
This paper advances the idea of tangible gamified probes for cooperative learning processes, which r...
Gamification has gained traction in recent years as an effective way of engaging users to perform ac...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
textNext-generation classroom networks are poised to become a significant presence in schools. In c...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
Gamification is often proposed as a solution to motivate students in an educational context. In this...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
Large classes usually bring up images of a large group of students with only one lecturer to ‘look a...
Larger learning environments can be found especially in higher education. They represent a challenge...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
The purpose of the research is to change the way the traditional classroom works and how students ar...
Gamification is the use of game design elements in non-game contexts and is gaining momentum in a wi...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Lecture sizes of courses at large universities are increasing, which could affect participation and ...
This paper advances the idea of tangible gamified probes for cooperative learning processes, which r...
Gamification has gained traction in recent years as an effective way of engaging users to perform ac...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
textNext-generation classroom networks are poised to become a significant presence in schools. In c...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
Gamification is often proposed as a solution to motivate students in an educational context. In this...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
Large classes usually bring up images of a large group of students with only one lecturer to ‘look a...
Larger learning environments can be found especially in higher education. They represent a challenge...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
The purpose of the research is to change the way the traditional classroom works and how students ar...
Gamification is the use of game design elements in non-game contexts and is gaining momentum in a wi...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Lecture sizes of courses at large universities are increasing, which could affect participation and ...
This paper advances the idea of tangible gamified probes for cooperative learning processes, which r...