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Motivational Influences for Higher Education (HE) Students
Abstract
This article offers a novel innovative gamification approach for undergraduates within higher education. To support the innovative approach, a mixed method data analysis investigation was conducted to capture the case study. The authors propose a gamification model to support student's perceptions and views while they were undertaking their Level 5 Games Technologies and Level 6 Games Development courses at a higher education institute within the northeast of the United Kingdom. The model used within gamification will provide a supportive approach for game thinking challenges, to help build upon excitement and motivational influences to improve retention, engagement, motivation, and problem solving, whilst using a competition between the two-year groups as an incentive. The authors' analysis suggests there are key factors between competition and using motivation through gamification to influence the learners.
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