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Board Games, Zombies, and Minecraft: Gamification in Higher Education

Board Games, Zombies, and Minecraft: Gamification in Higher Education
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Author(s): Susan Keim (Park University, USA)and Zac Jarrard (Park University, USA)
Copyright: 2021
Pages: 22
Source title: Current and Prospective Applications of Virtual Reality in Higher Education
Source Author(s)/Editor(s): Dong Hwa Choi (Park University, USA), Amber Dailey-Hebert (Park University, USA)and Judi Simmons Estes (Park University, USA)
DOI: 10.4018/978-1-7998-4960-5.ch009

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Abstract

Games have been played throughout human history and in all cultures, exposing almost everyone to gameplay in some form. Higher education is exploring ways faculty can leverage games to enhance course development and the student learning experience. The primary pedagogical use of games is gamification, in which gaming is used to transform learning activities. This chapter will 1) provide an overview of gamification theory and practice in higher education, 2) share ideas for faculty to consider when using gamification as a teaching tool, and 3) explore how the game Minecraft was used through educational and practical applications to teach a local government course.

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