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dc.contributor.authorNehring, Natalia
dc.contributor.authorBaghaei, Nilufar
dc.contributor.authorDacey, Simon
dc.contributor.editorB. McLaren
dc.date.accessioned2018-07-27T01:48:34Z
dc.date.available2018-07-27T01:48:34Z
dc.date.issued2018-03
dc.identifier.urihttps://hdl.handle.net/10652/4332
dc.description.abstractLack of motivation is an issue for some learners. If they do not find the course materials engaging, they do not spend enough time to gain a deeper understanding of the subject matter. The term gamification is used to denote the application of game mechanisms in non-gaming environments with the objective of enhancing the process. Gamification has been shown to be an effective and motivating technique for enhancing students’ learning outcome. In this paper, we evaluate the effectiveness of a web-based gamified tool (PeerWise) in enhancing tertiary students’ performance doing a Computer Science degree at (Anonymised for Review). PeerWise allows students to actively participate in a subject by authoring their own questions and answering, commenting on and rating other students’ questions. Results of an evaluation study conducted over 11 weeks (n = 180) showed that using the tool (both voluntary and compulsory) improved students’ performance and they found it valuable for their learningen_NZ
dc.language.isoenen_NZ
dc.rightsAll rights reserveden_NZ
dc.subjectgamificationen_NZ
dc.subjectPeerWise (Collaborative learning platform)en_NZ
dc.subjectperformanceen_NZ
dc.subjectstudent motivationen_NZ
dc.subjectmotivationen_NZ
dc.subjecttertiary educationen_NZ
dc.subjecttertiary studentsen_NZ
dc.subjectactive learningen_NZ
dc.subjectcomputer educationen_NZ
dc.titleImproving students’ performance through gamification : a user studyen_NZ
dc.typeConference Contribution - Paper in Published Proceedingsen_NZ
dc.date.updated2018-04-24T14:30:01Z
dc.subject.marsden130212 Science, Technology and Engineering Curriculum and Pedagogyen_NZ
dc.subject.marsden130306 Educational Technology and Computingen_NZ
dc.identifier.bibliographicCitationNehring, N., Baghaei, N., & Dacey, S. (2018). Improving Students’ Performace through Gamification: A User Study. In B. McLaren (Ed.), CSEDU 2018 ( (pp. 213-218).en_NZ
unitec.publication.spage213
unitec.publication.title10th International Conference on Computer Supported Education (CSEDU 2018)en_NZ
unitec.conference.title10th International Conference on Computer Supported Education (CSEDU 2018)en_NZ
unitec.conference.locationFunchai, Medeira, Portugalen_NZ
unitec.conference.sdate2018-03-15
unitec.conference.edate2018-03-17
unitec.peerreviewedyesen_NZ
dc.contributor.affiliationUnitec Institute of Technologyen_NZ
unitec.identifier.roms60759en_NZ
unitec.identifier.roms61285
unitec.institution.studyareaEducation


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