Gamifying behaviour that leads to learning

Diane Watson, Mark Hancock, and Regan L. Mandryk. In Proc. Gamification, 2013.

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Many courses require self-study to succeed. This is especially true of online courses. However, self-study activities, such as reading the textbook and completing the associated workbook, are not motivating and do not contribute directly to grades. As a result many students do not complete these activities and this may lead to a lower understanding of the material and a lower overall grade in the class. In this paper we present the prototype of a casual game, Reading Garden, which encourages self-study through casual gameplay.

Bibtex entry

@INPROCEEDINGS { watson:2013:gamifying-behaviour,
    AUTHOR = { Diane Watson and Mark Hancock and Regan L. Mandryk },
    TITLE = { Gamifying Behaviour that Leads to Learning },
    BOOKTITLE = { Proc. Gamification },
    YEAR = { 2013 },
    NUMPAGES = { 4 },
    DOI = { 10.1145/2583008.2583021 },