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Thursday, January 12 • 2:30pm - 3:15pm
Use of Gamification to Enhance Student Learning: Lessons Learned

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Session Objectives:

  1. Define the “flipped classroom” approach to face-to-face instruction.
  2. Describe gamification as a strategy to enhance classroom learning.
  3. Discuss the design and development of the gamified learning environment.
  4. Identify lessons learned from student evaluation and instructor experience in engaging the students through the use of gamification. 

Session Description:

Gamification is an instructional approach that facilitates learning and encourages motivation through the use of game elements, game mechanics, and game-based thinking. Gamification integrates elements from games such as earning points, overcoming a challenge, or receiving badges for accomplishing a task. Gamification also engages the learner in a unique way to further learning outside the classroom. This workshop will review gamification strategies that were used to support out-of-class learning in a flipped classroom approach for a sophomore community health nursing course. Course assignments and corresponding gamification elements will be discussed. Student use, impact on learning and administration of the gamification elements will be presented. Lessons learned from course modification, implementation, evaluation and ongoing development will be identified as well as next steps in the process of using gamification strategies in future course development.  



avatar for P. Ann Solari-Twadell

P. Ann Solari-Twadell

Loyola University Chicago
avatar for Stacey Zurek

Stacey Zurek

Instructional Designer/Assistant Professor MNSON, Loyola University Chicago

Thursday January 12, 2017 2:30pm - 3:15pm CST
Schreiber Hall 725