GamifiED (Gamification X Education) is a Hub and an inclusive platform designed to foster collaboration, knowledge exchange, and innovation in education gamification space.
Our hub brings together academics, learning & teaching professionals, and industry experts who share a passion for gamification strategies in business and law fields.
Join us on this journey as we explore the limitless possibilities of gamification in teaching and learning. Together, we will revolutionise education and create transformative experiences for our students.
VR technology allows students to immerse themselves in realistic scenarios, providing a safe and controlled environment to practice their soft skills.
This serious game was built to provide students with real simulated opportunities to analyse a complex challenge (exists within the context of a mining town in Australia as a simulated case), empathise with various stakeholders involved, practice and reflect on their inter/intrapersonal skills within and outside of the game.
An interactive scenario-based module for future business leaders on international humanitarian law.
This area focuses on the design principles and strategies employed in creating effective gamified learning experiences. Research explores the use of game elements, mechanics, and dynamics to enhance engagement, motivation, and learning outcomes.
Understanding the motivational factors that drive engagement in gamified learning environments is a crucial research area. This includes examining the impact of intrinsic and extrinsic motivation, rewards and incentives, goal-setting, and feedback mechanisms on student engagement and learning outcomes.
Research in this area investigates the effects of gamification on learning outcomes, such as knowledge acquisition, skill development, and critical thinking. It examines the effectiveness of different game mechanics in promoting deep learning and retention of information.
Gamification often involves social elements and collaborative activities. Research explores how gamified learning environments facilitate social interaction, cooperation, and knowledge sharing among learners, and how these interactions influence learning outcomes.
This research area focuses on the development and evaluation of assessment methods and feedback mechanisms in gamified learning environments. It examines how gamification can provide meaningful and timely feedback to learners, promoting continuous improvement and mastery.
As gamification becomes more prevalent in educational settings, research examines ethical considerations, such as privacy, data security, and potential biases. It also explores practical aspects, including the scalability, adaptability, and cost-effectiveness of implementing gamification in different educational contexts.
If you would like to know more about GamifiED please contact us.
Acknowledgement of Country
RMIT University acknowledges the people of the Woi wurrung and Boon wurrung language groups of the eastern Kulin Nation on whose unceded lands we conduct the business of the University. RMIT University respectfully acknowledges their Ancestors and Elders, past and present. RMIT also acknowledges the Traditional Custodians and their Ancestors of the lands and waters across Australia where we conduct our business - Artwork 'Sentient' by Hollie Johnson, Gunaikurnai and Monero Ngarigo.
Acknowledgement of Country
RMIT University acknowledges the people of the Woi wurrung and Boon wurrung language groups of the eastern Kulin Nation on whose unceded lands we conduct the business of the University. RMIT University respectfully acknowledges their Ancestors and Elders, past and present. RMIT also acknowledges the Traditional Custodians and their Ancestors of the lands and waters across Australia where we conduct our business.