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Motivational Influences for Higher Education (HE) Students

Author

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  • Robert Costello

    (Newcastle College, Newcastle upon Tyne, UK)

  • Murray Lambert

    (Newcastle College, Newcastle upon Tyne, UK)

Abstract

This article offers a novel innovative gamification approach for undergraduates within higher education. To support the innovative approach, a mixed method data analysis investigation was conducted to capture the case study. The authors propose a gamification model to support student's perceptions and views while they were undertaking their Level 5 Games Technologies and Level 6 Games Development courses at a higher education institute within the northeast of the United Kingdom. The model used within gamification will provide a supportive approach for game thinking challenges, to help build upon excitement and motivational influences to improve retention, engagement, motivation, and problem solving, whilst using a competition between the two-year groups as an incentive. The authors' analysis suggests there are key factors between competition and using motivation through gamification to influence the learners.

Suggested Citation

  • Robert Costello & Murray Lambert, 2019. "Motivational Influences for Higher Education (HE) Students," International Journal of Online Pedagogy and Course Design (IJOPCD), IGI Global, vol. 9(1), pages 38-50, January.
  • Handle: RePEc:igg:jopcd0:v:9:y:2019:i:1:p:38-50
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    File URL: http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/IJOPCD.2019010103
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    Cited by:

    1. María Luisa Pertegal-Felices & Antonio Jimeno-Morenilla & José Luis Sánchez-Romero & Higinio Mora-Mora, 2020. "Comparison of the Effects of the Kahoot Tool on Teacher Training and Computer Engineering Students for Sustainable Education," Sustainability, MDPI, vol. 12(11), pages 1-12, June.

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