Case Study 4: Using Game-Based Learning for Induction

Case Study 4: Using Game-Based Learning for Induction

Osman Javaid
Copyright: © 2017 |Volume: 7 |Issue: 3 |Pages: 3
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781522514510|DOI: 10.4018/IJGBL.2017070111
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MLA

Javaid, Osman. "Case Study 4: Using Game-Based Learning for Induction." IJGBL vol.7, no.3 2017: pp.98-100. http://doi.org/10.4018/IJGBL.2017070111

APA

Javaid, O. (2017). Case Study 4: Using Game-Based Learning for Induction. International Journal of Game-Based Learning (IJGBL), 7(3), 98-100. http://doi.org/10.4018/IJGBL.2017070111

Chicago

Javaid, Osman. "Case Study 4: Using Game-Based Learning for Induction," International Journal of Game-Based Learning (IJGBL) 7, no.3: 98-100. http://doi.org/10.4018/IJGBL.2017070111

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Abstract

This case study tracks the development of a digital induction resource implementing game elements that focuses on the first two stages of Gilly Salmon's Five Stage Model, namely ‘access and motivation' and ‘online socialisation' (Salmon, 2011). In the summer of 2016, a prototype was developed and presented at the Playful Learning conference, with a view to completing a full evaluation for the next cohort of the programme.

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