Document Type
Conference Paper
Publication Date
2026
Abstract
At WVU Tech, gamification is intentionally implemented by many faculty as a broad, multi-modal instructional approach rather than a single tool or activity. Faculty employ a range of gamification strategies, including the digital platform Kahoot but also analog, hands-on games (e.g., discipline-specific board games). These approaches are used for multiple instructional purposes, including supporting students in checking their understanding, practicing recall, working through challenging concepts, and developing problem-solving skills. Here we present applications of gamification for learning in engineering and biology courses at WVU Tech. Student feedback was collected regarding the use of Kahoot quizzes as a valuable and enjoyable tool for formative assessment. Across both contexts, gamification was intentionally designed to promote low-stakes practice, sustained engagement, and actionable feedback for students and instructors.
Recommended Citation
Floyd-Smith, T. & Jiménez-Esquilín, A. E. (2026). Gamification for Learning at WVU Tech: Examples from Engineering and Biology. In Proceedings of the 2026 Scholarly Teaching Conference at West Virginia University (pp. 1-3).