We present a mobile game app (EUR Game) that has been designed to complement teaching and learning in higher education. The mobile game app can be used by teachers to gauge how well students are meeting the learning objectives. Teachers can use the information to provide 'just-in-time' support and adapt their lessons accordingly. For the students, the game app is a study tool that can be used to test their own understanding and monitor their study progress. This, in turn, supports students' self-regulated learning. Gamification elements are also included in the game app to enhance the learning experience. During the demonstration, participants will experience the features of the game app and be engaged in an interactive session to explore the possible ways to use the mobile game app to support teaching and learning.

Additional Metadata
Keywords Blended Learning, Formative Assessment, Gamification, Mobile Application, Motivation, Self-Regulated Learning
Persistent URL dx.doi.org/10.1145/3231644.3231686, hdl.handle.net/1765/109842
Conference 5th Annual ACM Conference on Learning at Scale, L at S 2018
Citation
Zafar, F. (Farshida), Wong, L.Y.J, & Khalil, M. (Mohammad). (2018). Gamifying higher education: Enhancing learning with Mobile Game App. In Proceedings of the 5th Annual ACM Conference on Learning at Scale, L at S 2018. doi:10.1145/3231644.3231686