Gamification Strategies for Higher Education Student Worker Training

Gamification Strategies for Higher Education Student Worker Training

Emily Guetzoian
ISBN13: 9781799872719|ISBN10: 1799872718|ISBN13 Softcover: 9781799872726|EISBN13: 9781799872733
DOI: 10.4018/978-1-7998-7271-9.ch009
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MLA

Guetzoian, Emily. "Gamification Strategies for Higher Education Student Worker Training." Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, edited by Carol-Ann Lane, IGI Global, 2022, pp. 164-179. https://doi.org/10.4018/978-1-7998-7271-9.ch009

APA

Guetzoian, E. (2022). Gamification Strategies for Higher Education Student Worker Training. In C. Lane (Ed.), Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning (pp. 164-179). IGI Global. https://doi.org/10.4018/978-1-7998-7271-9.ch009

Chicago

Guetzoian, Emily. "Gamification Strategies for Higher Education Student Worker Training." In Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, edited by Carol-Ann Lane, 164-179. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-7998-7271-9.ch009

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Abstract

This chapter discusses gamification strategies in the context of higher education student worker training. Specifically, it builds on the concepts of gamification in corporate training contexts and gamification in the academic classroom environment. It also considers various options to support gamified training content and methods to support student worker engagement and knowledge retention. It explains how these strategies relate to the concept of information literacy for an adult, higher education population. This chapter is ideal for higher education staff, faculty, or administrators who design training curricula for student workers.

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