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EXPLORING HIGHER EDUCATION FACULTY PERCEPTIONS OF AND EXPERINCES WITH GAMIFICATION IN ONLINE LEARNING EMPRESS SEARIGHT esearight@crimson.ua.

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EXPLORING HIGHER EDUCATION FACULTY PERCEPTIONS OF AND EXPERINCES WITH GAMIFICATION IN ONLINE LEARNING EMPRESS SEARIGHT esearight@crimson.ua.edu DR. MARGARART RICE mrice@ua.edu Leadership in Instructional Technology College of Education, University of Alabama, Tuscaloosa, AL

Introduction

Gamification is defined as the use of games in non- gaming environments (Perryer et al., 2016) to motivate and engage learners in learning environments. The use of game design elements in non-game contexts has been gaining attention in higher education. Despite an increasing academic interest and implementation of gamification in education over the past few years, little is known about the perceptions of and experiences with gamification for faculty and gamification experts serving in higher education institutions. Perryer, C., Celestine, N. A., Scott-Ladd, B., & Leighton, C. (2016). Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy. doi:https://doi.org/10.1016/j.ijme.2016.07.001

General

The differences in faculty’s perceptions of and experiences with gamification in online learning in higher education.

Outcomes

Purpose The purpose of this dissertation is to explore faculty’s perceptions of and experiences with gamification in online learning.

Can address how educators interested in gamification can successfully implement it in their courses

Can assist higher education managers interested in introducing gamification in their institutions achieve that goal.

Theoretical Framework

Technology Acceptance Model (TAM) Davis (1989) proposed the Technology Acceptance Model (TAM), which identifies key motivators influencing user adoption of technology: perceived ease of use, usefulness, attitudes toward technology, behavioral intentions, and actual technology use. TAM serves as a framework for assessing technology.

Research Questions

Higher Education Faculty Perceptions of and Experiences with Gamification in Online Learning

  • How do faculty understand the concept of gamification?
  • What are faculty perceptions of and experiences with
using gamification in online learning?
  • What do higher education faculty envision as the future of gamification in online learning?

Methodology

Population and sample The study participants are higher education faculty members throughout the state of Alabama. To secure a suitable number of participants, faculty will be solicited to participate in this study through networking with faculty programs and staff members via an emailed invitation to complete a short-answer online survey.

Results

The results of this study will be shared in a forthcoming dissertation. (anticipated May 2026)

An open-ended questionnaire will be sent to higher education faculty. This study will use the Three-Cycle approach to data analysis by Saldana (2016). The first cycle will use holistic coding. The second cycle of data analysis will use “in vivo” coding to capture the exact words and phrases of the participants. The third cycle of data analysis is thematic coding.

References

Perryer, C., Celestine, N. A., Scott-Ladd, B., & Leighton, C. (2016). Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy. doi:https://doi.org/10.1016/j.ijme.2016.07.001

Thank you for your attention

Questions?

Higher Education Faculty Perceptions of and Experiences with Gamification in Online Learning

EXPLORING HIGHER EDUCATION FACULTY PERCEPTIONS OF AND EXPERINCES WITH GAMIFICATION IN ONLINE LEARNING EMPRESS SEARIGHT esearight@crimson.ua.edu DR. MARGARART RICE mrice@ua.edu Leadership in Instructional Technology College of Education, University of Alabama, Tuscaloosa, AL

Participants

This study participants will be higher education faculty members throughout the state of Alabama. The sampling of the participants will be a small sample size of only faculty members in higher education. To secure a suitable number of participants, faculty will be solicited to participate in this study through networking with faculty and staff members of higher education institutions using semi-structured interviews with open-ended questions.