Start Date

11-8-2016

Description

Anonymity in large classrooms can lead to incivilities. One goal of teachers should therefore be to decrease anonymity in the classroom by using immediacy, like talking to students and knowing their names. However, this is not always feasible if the class size is significantly larger than regular classes. Our approach tries to get the participants to install our developed artifact called C4mpUs on their personal devices, in order to create a gamified learning environment that enables a playful opportunity to connect with other peers. This way anonymity is broken down by students themselves rather than by the instructor. Our findings show that students tend to approach other participants they haven’t met before, rather than only connect with familiar peers. However, more research will need to be done to determine on further extending the level of participation when it comes to diminishing anonymity as well as on how to integrate pedagogy.

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Aug 11th, 12:00 AM

Using Gamification to Decrease Anonymity in Larger Learning Environments

Anonymity in large classrooms can lead to incivilities. One goal of teachers should therefore be to decrease anonymity in the classroom by using immediacy, like talking to students and knowing their names. However, this is not always feasible if the class size is significantly larger than regular classes. Our approach tries to get the participants to install our developed artifact called C4mpUs on their personal devices, in order to create a gamified learning environment that enables a playful opportunity to connect with other peers. This way anonymity is broken down by students themselves rather than by the instructor. Our findings show that students tend to approach other participants they haven’t met before, rather than only connect with familiar peers. However, more research will need to be done to determine on further extending the level of participation when it comes to diminishing anonymity as well as on how to integrate pedagogy.