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The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.
- Vickers, Jackson (Author)
- Abraham, Giovanna (Co-author)
- Rollins, Jaden (Co-author)
- Byrne, Jared (Thesis director)
- Lee, Christopher (Committee member)
- Barrett, The Honors College (Contributor)
- Department of Finance (Contributor)
- School of Politics and Global Studies (Contributor)
- Dean, W.P. Carey School of Business (Contributor)
- 2022-05-03 01:36:21
- 2023-01-10 11:47:14
- 1 year 10 months ago