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Gamification as transformative assessment in Higher Education

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dc.contributor.author Oliver, Erna
dc.date.accessioned 2021-02-15T08:25:16Z
dc.date.available 2021-02-15T08:25:16Z
dc.date.issued 2017
dc.identifier.citation Oliver, Erna. "Gamification as transformative assessment in higher education." HTS Teologiese Studies / Theological Studies [Online], 73.3 (2017): 15 pages. Web. 15 Feb. 2021
dc.identifier.uri http://hdl.handle.net/10500/27096
dc.identifier.uri https://doi.org/10.4102/hts.v73i3.4527
dc.description.abstract Gamification in education is still a very new concept in South Africa. Being a 21st-century invention, it has already established itself in the world within the environs of the corporate market, marketing, training and the social world. This article will first discuss gamification (and all its other designations) and its applications in general; thereafter, the focus will be on the application of gamification within the environment of education, and more specifically with an emphasis on assessment. The burning question for South Africa is whether gamification can enhance a module or course on the level of higher education so much that an educational institution cannot do without it anymore, knowing that we are working with students belonging to the ‘Digital Wisdom generation’. This article would like to open the way for the implementation of gamification as a transformative online assessment tool in higher education en
dc.language.iso en en
dc.publisher AOSIS en
dc.subject Gamification; assessment; Higher education; distance education; feedback en
dc.title Gamification as transformative assessment in Higher Education en
dc.type Article en
dc.description.department Christian Spirituality, Church History and Missiology en
dc.rights.holder © 2017 Erna Oliver | This work is licensed under CC Attribution 4.0


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