Dive Brief:
- Gamification is the infusion of games or interactive technology in curricula, and college leaders are looking to expand this definition to areas through college learning and leadership.
- North Carolina State University officials implemented gamification in the sports management curriculum and created an intra-departmental partnership that helped to boost student performance and class participation.
- In the push to better understand student engagement and what keeps millennials interested in instruction, gamification could be an institutional priority for chief academic officers.
Dive Insight:
There is no form of learning or instruction that should seem silly when considering how millennials prefer to learn or to receive instruction. Many colleges are already considering the traditional lecture dead, and are developing ways to integrate technology as a cheaper, more innovative form of credentialing and academic service delivery.
Some technology CEOs and higher education observers are already bracing for the fast-approaching digital age of higher education, and given the endorsements by federal and state governments for schools who are aggressively pursuing technology as a primary teaching resource, campuses who don't unite faculty and tech personnel behind this model will soon be obsolete in the eyes of key areas of public funding.