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Developing Teacher Knowledge about Gamification as an Instructional Strategy

Developing Teacher Knowledge about Gamification as an Instructional Strategy

Copyright: © 2015 |Pages: 28
ISBN13: 9781466684034|ISBN10: 1466684038|EISBN13: 9781466684041
DOI: 10.4018/978-1-4666-8403-4.ch025
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MLA

Figg, Candace, and Kamini Jaipal-Jamani. "Developing Teacher Knowledge about Gamification as an Instructional Strategy." Handbook of Research on Teacher Education in the Digital Age, edited by Margaret L. Niess and Henry Gillow-Wiles, IGI Global, 2015, pp. 663-690. https://doi.org/10.4018/978-1-4666-8403-4.ch025

APA

Figg, C. & Jaipal-Jamani, K. (2015). Developing Teacher Knowledge about Gamification as an Instructional Strategy. In M. Niess & H. Gillow-Wiles (Eds.), Handbook of Research on Teacher Education in the Digital Age (pp. 663-690). IGI Global. https://doi.org/10.4018/978-1-4666-8403-4.ch025

Chicago

Figg, Candace, and Kamini Jaipal-Jamani. "Developing Teacher Knowledge about Gamification as an Instructional Strategy." In Handbook of Research on Teacher Education in the Digital Age, edited by Margaret L. Niess and Henry Gillow-Wiles, 663-690. Hershey, PA: IGI Global, 2015. https://doi.org/10.4018/978-1-4666-8403-4.ch025

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Abstract

There is a need for teachers and higher education faculty to develop knowledge about instructional strategies that engage digital learners and accommodate digital learning preferences in order to deliver instruction that digital learners perceive as relevant. This chapter discusses how gamification can be used in higher education as an instructional strategy to meet the needs of the digital learner. Findings from a design-based research study of how gamification was used in a Teacher Education technology methods course, to engage pre-service teachers in activities that develop Technological Pedagogical Content Knowledge (TPACK) (knowledge about teaching with technology) (Mishra & Koehler, 2006), are discussed. The findings provide guidance for teachers and technology educators on how to design courses incorporating gamification as an instructional strategy appropriate for meeting the needs of digital learners. Issues concerning design and implementation as it influenced student engagement and learning are highlighted, and recommendations are made for course development.

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