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Gaming innovations in HE - STEM Conference 2018

This paper offers a case study in Gaming Innovation for undergraduates within Higher Education. To support the case study we propose a gamification model to support students while they are undertaking their Level 5 Games Technologies & Level 6 Games Development course at a North East HE College. 

The model used within gamification will be able to provide a supportive approach for game thinking challenges; build upon excitement and motivational influences to improve retention engagement motivation and problem-solving. Through using mixed method approaches we hope to prove that by thorough use of innovative methods learners can be better supported. 

3.6 Costello.pdf
12/02/2018
3.6 Costello.pdf View Document

The materials published on this page were originally created by the Higher Education Academy.