Using gamification and serious games to design a new curriculum

Kutay Tinç*, Meltem Gülçin Karadayi

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

Using game elements in class to support the participation of students in learning or designing games that can help educators teach certain subjects more efficiently has been a popular topic in recent years. The former is a matter of gamification, which refers to the application of game elements to other activities so that the activity becomes more engaging or interesting. On the other hand, the latter is about designing a serious game, which can be defined as a game with an explicit and carefully thought out educational purpose. In this study, focused on merging the use of gamification and serious games for a specific engineering course, the authors discuss how the curriculum for this course should be designed so that both sides of the spectrum are facilitated. An application of this union is given with a survey showing the reaction of students to the gamified curricula integrated with a serious game..

Original languageEnglish
Title of host publicationEngineering Education Trends in the Digital Era
PublisherIGI Global
Pages217-241
Number of pages25
ISBN (Electronic)9781799825647
ISBN (Print)9781799825623
DOIs
Publication statusPublished - 21 Feb 2020

Bibliographical note

Publisher Copyright:
© 2022, IGI Global.

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