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dc.contributor.authorMora Carreño, Alberto
dc.contributor.authorMelià Seguí, Joan
dc.contributor.authorArnedo Moreno, Joan
dc.description.abstractGamification has captured the interest of both Human-Computer Interaction and Educational Sciences during the last past years. However, most of the available case studies in the literature are not focused in online higher education environments, even less considering the demographics of adult learners. This paper presents the design and development of an online gameful course of Computer Networks formed by two groups with an average age older than the common university students. This approach aims to encourage adult learners to solve non-graded formative activities and to increase their sense of kinship to the group. After one semester, the results revealed a moderate effect on student engagement, but a low enrolment rate. In contrast, a similar previous study revealed promising outcomes. The main goal of this work is to present the obtained results and to analyse the relevant issues in order to understand the source of the engagement differences perceived.en_EN
dc.publisherUniversidad de La Laguna
dc.relation.isformatof1st Workshop on Gamification and Games for Learning (GamiLearn’17)en_EN
dc.rightsLicencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional)
dc.subjecthigher educationen_EN
dc.subjectadult learnersen_EN
dc.titleLessons learned on adult student engagement in an online gameful courseen_EN

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Licencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional)
Excepto si se señala otra cosa, la licencia del ítem se describe comoLicencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional)