Competition and Collaboration Using a Social and Gamified Online Learning Platform
Competition and Collaboration Using a Social and Gamified Online Learning Platform
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Reading: Academic Conferences International Limited
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English
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Reading: Academic Conferences International Limited
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Gamification is defined as the use of game techniques in a non-game context and has demonstrated potential impact in a wide range of subjects. Informed by the design and processes of digital gaming, gamification often exploits competition to motivate, personified by points, badges and leader boards. Success, however, seems to go beyond these basic features and rely on a concrete acknowledgement of the motivational model of the user, taking into account concepts such as situational relevance and situated motivational affordance, which can be framed under competition and/or collaboration. This paper investigates the impact of competitive and collaborative environments on summative assessment. This study bases its investigation on the StarQuest platform (http://starquest.eu/), a social and gamified collaboration application hosting a private online environment for small groups of individuals to co-curate and share digital contents. Participants were second year undergraduate students (Sport Psychology, n=94), who enrolled on a module entitled "A Fundamental Approach to Motor Learning and Control". The module ran f...
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Competition and Collaboration Using a Social and Gamified Online Learning Platform
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TN_cdi_proquest_journals_1859715029
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https://devfeature-collection.sl.nsw.gov.au/record/TN_cdi_proquest_journals_1859715029
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ISSN
2049-0992
E-ISSN
2049-100X