Gamification to Engage Students: Integrating the Use of Discord Chat App
Gamification to Engage Students: Integrating the Use of Discord Chat App
By Suzanne Brown-McBride and Peter Leong
Abstract
“This chapter describes a case study of the gamification of an educational technology graduate course at the University of Hawaii. The chapter will provide some background literature about chat apps, chat apps in education, and gamification. Next, the chapter will discuss how gamification design elements, framed by the curricula, were implemented in the Discord chat app server using roles, bots, and participation-based experience points. Finally, the chapter will discuss the benefits, challenges, and lessons from incorporating gamification in the Discord server for a graduate online asynchronous course. Recommendations will be provided for instructors who are considering gamifying their college courses.”
Reference
Brown-McBride, S., & Leong, P. (2022). Gamification to engage students. Handbook of Research on the Influence and Effectiveness of Gamification in Education, 480-496. doi:10.4018/978-1-6684-4287-6.ch024 https://www.igi-global.com/chapter/gamification-to-engage-students/308767
Keyword
Gamification, students, app, integrating, instructors, courses, research