Go on a Wild GooseChase

Utilizing Digital Scavenger Hunts for Classroom Engagement and Community Building

Authors

DOI:

https://doi.org/10.56103/nactaj.v69iTT.267

Keywords:

Gamification, Student engagement, Active learning, Educational technology, Community building

Abstract

N/A for Teaching Tip

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References

Fry Ware, T. (2024). Gamification and Technology Resources to Enhance Learning for the Whole Child. In J. Cohen & G. Solano (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2042-2047). Las Vegas, Nevada, United States: Association for the Advancement of Computing in Education (AACE). From https://www.learntechlib.org/primary/p/224257/

Lee, H. (2021). The rise and challenges of postpandemic online education. IEEE Engineering Management Review, 49(4), 54–58. https://doi.org/10.1109/EMR.2021.3105195

Mohd, C. K., Nuraini, C. K., Mohamad, S. N. M., Sulaiman, H., Shahbodin, F., & Rahim, N. (2023). A review of gamification tools to boost students' motivation and engagement. Journal of Theoretical and Applied Information Technology, 101(7), 2771-2782

Additional Files

Published

07/02/2025

How to Cite

Spence, J., Redwine, T., Elliot, J., Smith, K., & Sullivan, M. (2025). Go on a Wild GooseChase: Utilizing Digital Scavenger Hunts for Classroom Engagement and Community Building. NACTA Journal, 69(TT). https://doi.org/10.56103/nactaj.v69iTT.267