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Design and Implementation of Gamified Course Contents

Design and Implementation of Gamified Course Contents
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Author(s): Md Mahmudul Hasan (Anglia Ruskin University, UK)
Copyright: 2018
Pages: 13
Source title: Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education
Source Author(s)/Editor(s): Amar Ali Khan (National University of Sciences and Technology (NUST), Pakistan)and Sajid Umair (The University of Agriculture, Peshawar, Pakistan)
DOI: 10.4018/978-1-5225-2706-0.ch003

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Abstract

This chapter sheds light on gamification aspects in a course content and how it can be implemented to enhance students' performance. The aim of this chapter is to give an overview of designing gamified content in the classroom by ‘gamispire-wheel'. It also focuses on implementing existing tool such as ClassDojo. It is especially written for teachers, researchers, practitioners, educationists and students. To make the chapter self-explanatory for the readers, a case study has been illustrated that can be utilised in the classroom. In addition to that, key gamification elements have been mentioned. Moreover, this chapter provides step by step guidelines to design, develop and implement gamified course contents using the web or mobile phones.

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