Role-Playing Gamification Technologies with Adult Learners
DOI:
https://doi.org/10.29173/isotl520Keywords:
Classcraft, role-playing technologies, gamification technologies, student motivation, student engagementAbstract
The purpose of this quantitative scholarship of teaching and learning (SoTL) research study was to examine the impact Classcraft had on adult criminal justice students in a face-to-face context in a western-Canadian institution. Specifically, the role-playing digital game was integrated into a first-year applied English and investigative writing course; learners earned points, received “real world” prizes, and completed random, content-related challenges with their teams. Using a survey with Likert-style and open-ended questions, it was determined that most elements of Classcraft motivated and engaged participants. The most impactful finding was that Classcraft promoted teamwork and problem-solving abilities. While little research has been conducted in adult post-secondary settings related to the implementation of Classcraft, it is evident more research is required in other post-secondary learning contexts.
Downloads
Published
Issue
Section
License
Copyright (c) 2021 Kirsten Fantazir, Murray Bartley
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.