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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
3.6 Costello.pdf View Document

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