Not Signed-In
Which clippings match 'Gamifying Learning And Teaching' keyword pg.1 of 1
22 SEPTEMBER 2014

Engaging learners through uncertain rewards

"Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer– based learning games. In the first study, children (10–11 years) played a simple maths quiz. Participants chose their preferred reward for a correct answer prior to seeing each question. They could either receive a single point or toss an animated coin to receive 2 points for heads or none for tails. A preference for the uncertain option was revealed and this increased during the quiz. The second study explored the discourse around learning when pairs of participants (13–14 years) competed against the computer in a science quiz. Progress depended on the acquisition of facts but also on the outcomes of throwing dice. Discourse was characterised by a close intermingling of learning and gaming talk without salient problematic constructions regarding fairness when losing points due to gaming uncertainty. A final experiment explored whether, in this type of game, the uncertainty provided by the gaming component could influence players' affective response to the learning component. Electrodermal activity (EDA) of 16 adults was measured while they played the quiz with and without the element of chance provided by the dice. Results showed EDA when answering questions was increased by inclusion of gaming uncertainty. Findings are discussed in terms of the potential benefits of combining gaming uncertainty with learning and directions for further research in this area are outlined."

(Howard–Jones, P. A. and S. Demetriou, 2009)

1). Howard–Jones, P. A. and S. Demetriou (2009). "Uncertainty and Engagement with Learning Games." Instructional Science: An International Journal of the Learning Sciences 37(6): 519–536.

2). Paul Howard–Jones, 2014, radio programme, BBC Radio 4 – The Educators, episode 5 of 8, first broadcast: 10 September 2014.

1

TAGS

2009 • acquisition of facts • affective response • BBC Radio 4 • chance • chance outcome • coin toss • compelling engagement • competitioncomputer games • computer-based learning games • dopamine • educational neuroscience • educational psychologyeducational research • effective teaching • Electrodermal Activity (EDA) • fairnessgamblinggame-based learninggamificationgamifying learning and teaching • gaming uncertainty • learning and reward • learning and successlearning engagement • learning games • magnetic effect • memorymotivational needsneuroscience • neuroscience and education • our ability to learn • Paul Howard-Jones • prize • reward system • risk-taking • roulette wheel • running score • Skevi Demetriou • skill • sleep • The Educators (radio series) • throwing dice • transcranial electrical stimulation • uncertain options • uncertain rewards • uncertaintyvideo games

CONTRIBUTOR

Christa Van Raalte
25 OCTOBER 2012

Storyville: Exploring narratives of learning and teaching, the 2nd annual HEA Arts and Humanities conference, 2013

Date: 29 May 2013 – 30 May 2013

Location/venue: Thistle Brighton, King's Road, Brighton, England, BN1 2GS

The Higher Education Academy's second annual learning and teaching Arts and Humanities conference, 'Storyville: Exploring narratives of learning and teaching' will take place on 29–30 May 2013 in Brighton.

"At the heart of the Arts and Humanities disciplines sit stories–stories which create and recreate worlds, distant and present, stories which inspire and engage, stories which grow imaginations and expand what is thinkable.

Stories are everywhere, and our second annual conference seeks to explore the intersections between narrative and learning and teaching..."

(Higher Education Academy, UK)

TAGS

2013academic identitiesanthologyarchivearts and humanities • assessing creatively • conference • create and recreate worlds • creating stories • curricula designdesigning learning experiencesdisciplinary boundarieseducator • experimental forms • gamifyinggamifying learning and teachingHannah ArendtHEHEAHigher Education Academy • how students learn • how we teach • inspire and engage • Key Information Set (KIS)learning and teachinglearning storiesliterary devicesmetaphormetaphorical representationnaming processnarrative account • narrative and learning • narrative co-creation • narrative framingnarratives of discovery • narratives we teach by • National Student Survey • our stories • pedagogypractice narrativesrehearsal • research-based teaching • sharing stories • social presence • stories • storyville • student journey • students as partners • teaching and learning • teaching methodologies • teaching-based research • telling storiestravelogue • tweeting • tweetsUK

CONTRIBUTOR

Simon Perkins
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.