Take It All Remix

Motivation and game research continue to demonstrate that the use of games in education can be engaging, intrinsically motivating, challenging, and fun (Gee, 2007; Felicia, 2012; McGonigal, 2011), precisely the qualities that traditional lectures are perceived by students to lack. So, despite the belief that gamification may be disruptive to higher education values and traditions (Baker, Bujak, & DeMillo, 2012), the use of games in the classroom may provide the characteristics that are sought by those seeking effective educational tools. Thus, it is important that educational researchers investigate students’ perceptions of games in higher education. Therefore, we adapted and created a Take it All Remix version to teach social psychology concepts related to course content on group processes, and explored student’s perceptions of learning, engagement, and enjoyment.
 

Engaging Students in Social Psychology Concepts
PDF Articles
/sites/default/files/articles/112.Take%20It%20All%20Remix.pdf
Download Count
66
Update DOI
Off
DOI / Citations
https://doi.org/10.1184/R1/6686768.v1