20 April 2013 44 442 Report

Gamification as a concept has been proven to work well in pre-school or elementary school education, but what about high school and higher education?

What are possible ways to make higher education more interesting and motivating to students by implementing gamification principles? Is there an ongoing experimental group testing of the possibility of implementing gamification in higher education?

I'm thinking about asking to have an experimental course conducted at Singidunum University. A group of students would be assigned avatars on a web portal that can be levelled up, upgraded, customized and in some ways. The avatars could compete with other avatars in some game like way and based on their level and ability they would have better chances in winning. By completing lesson reviews, tutorial page reading, a lot of small and big tests on the way, they would “charge” their progress and if they study, complete tests and work continually on improving their knowledge, through partially human moderated and partially web portal automated evaluation of their progress they would be given points that they can then use to upgrade their characters, or avatars in the game.

Does anyone have experience with this sort of gamification implementation in higher education institution?

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