Abstract
Through presentation of three key principles and four case studies, this chapter presents exemplars and metrics for digital course content that will intrinsically motivate and engage students. It illustrates how emergence from the COVID-19 experience provides an almost unrivalled opportunity to enhance the learning experience in the virtual university, making best use of both digital/technical and human/behavioral advances. The SIMPLE matrix, presented at the end of the chapter, builds on the work of Czsikszentmihalyi (Flow), Karl Kapp (Gamification), and the work of referenced practitioners, illustrating how these principles can be applied and quantified across a range of courses and disciplines.
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Bell, K. (2023). Developing and Quantifying Intrinsically Motivating Instruction: Models and Principles of Gameful Design, Adaptive and Online Experiential Learning. In: Sankey, M.D., Huijser, H., Fitzgerald, R. (eds) Technology-Enhanced Learning and the Virtual University. University Development and Administration. Springer, Singapore. https://doi.org/10.1007/978-981-99-4170-4_25
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