12 results

Gamified Learning in Higher Education: An Instructional Design Method to Improve Engagement

Book Chapter
Garden, C., & Rivera, E. (2022)
Gamified Learning in Higher Education: An Instructional Design Method to Improve Engagement. In O. Bernardes, V. Amorim, & A. Carrizo Moreira (Eds.), Handbook of Research on the Influence and Effectiveness of Gamification in Education (497-520). IGI Global. https://doi.org/10.4018/978-1-6684-4287-6
Gamification and Design Thinking can be thought of as part of Instructional Design (ID) in the Higher Education (HE) context. Each of these fields has much to learn from the o...

Structured honours projects for sustainability, resilience and student confidence in the pandemic era and beyond

Presentation / Conference
Garden, C. (2021, May)
Structured honours projects for sustainability, resilience and student confidence in the pandemic era and beyond. Presented at Evolving Molecular Biosciences Education, Online
A coordinated approach to embedding skills in undergraduate bioscience degree curricula has been underway at Edinburgh Napier University for over a decade, with positive impac...

Structured Biomedical Sciences Honours Projects: A Protocol for Resilience and Preparedness for the World of Work During the Pandemic?

Presentation / Conference
Garden, C. (2021, May)
Structured Biomedical Sciences Honours Projects: A Protocol for Resilience and Preparedness for the World of Work During the Pandemic?. Poster presented at Horizons in STEM Higher Education, Online
For the past four years, undergraduate students studying on the Royal Society of Biology accredited Biomedical Sciences honours degree at Edinburgh Napier University have been...

Why do you do what you do to me? How the pandemic is changing the focus from 'what' we teach and assess to 'how'

Other
Garden, C. (2021)
Why do you do what you do to me? How the pandemic is changing the focus from 'what' we teach and assess to 'how'. https://edinburghnapieruniversity.newsweaver.com/rg15q74uj5/1aj5ut6ivy31byryw4zao8?lang=en&a=1&p=3082871&t=319963
Claire reflects on the past year and shares her thoughts on how the focus of teaching and assessment has changed, and how it might develop for the good going forward.

Gamification for student engagement: a framework

Journal Article
Rivera, E. S., & Garden, C. L. P. (2021)
Gamification for student engagement: a framework. Journal of Further and Higher Education, 45(7), 999-1012. https://doi.org/10.1080/0309877x.2021.1875201
Gamification, the application of game elements to non-game situations, has gained traction in education as a mechanism for improving motivation and/or learning outcomes. Altho...

Gamifying Formative Assessments for Student Engagement: The First Real How-To

Presentation / Conference
Rivera, E., & Garden, C. (2019, November)
Gamifying Formative Assessments for Student Engagement: The First Real How-To. Presented at SEDA Autumn Conference 2019, Leeds, UK
Over the past three years, Edinburgh Napier University has invested significant resources in supporting a programme-focused approach to learning. Vital to this is the effectiv...

No Alarms and No Surprises

Presentation / Conference
Garden, C. (2019, June)
No Alarms and No Surprises. Presented at Learning and Teaching Conference, Edinburgh
In this presentation I will outline a number of case studies where I have learned from working with students from different learning backgrounds to develop my teaching ethos o...

Gamification for Engagement: A Framework to Study and Apply Gamification

Presentation / Conference
Garden, C., & Rivera, E. (2019, June)
Gamification for Engagement: A Framework to Study and Apply Gamification. Presented at ENU Research Conference 2019, Edinburgh
We will showcase research currently underway through a PhD studentship entitled ‘Does Gamification improve engagement with, and effectiveness of formative assessment?’. We fir...

Putting theory into practice: gamification for student engagement

Conference Proceeding
Garden, C., & Rivera, E. (2018)
Putting theory into practice: gamification for student engagement. In EDULEARN18 Proceedings, (4563-4570). https://doi.org/10.21125/edulearn.2018.1138
Gamification is the use of game design elements in a non-game contexts [1]. It is an intervention that has been used in a business setting for a number of years and is now bec...

Theory and Games: Developing a method for gamifying Higher Education

Conference Proceeding
Rivera, E. S., & Garden, C. L. P. (2018)
Theory and Games: Developing a method for gamifying Higher Education. In EDULEARN18 Proceedings
Gamification, the use of game attributes in non-game context, is used in the private sector as well as education[1]. Research into Gamified Learning (GL) often focuses on case...