Gamifying Faculty Development

Session Time and Location

Fri, 8 Jun 2018
9:45am to 10:45am
Room: Room:
Conference Center
Session Track
Session Format


This session will demonstrate how gamification can be used to motivate faculty to participate in teacher development activities. After incorporating gaming strategies and rewards including points, badges, and passports to workshops and teacher certification programs, participation at CTL events significantly increased. Additionally, the gamified system was so popular, other university organizations partnered with the CTL to offer programming. Before gamification, the CTL offered 19 workshops per semester in two series, and monthly event attendance averaged 25 participants. Currently, over 90 workshops are offered per semester in sixteen workshop series, and average attendance is over 300 participants per month.


  • Session References +

    Gillespie, D. (2010) A guide to faculty development, 2nd ed. Jossey-Bass.

    Kapp, K. M., (2012) The gamification of learning and instruction, game-based methods and strategies for training and education. Pfeiffer, an Imprint of Wiley Press.

    Kolomitro, K. (2017) A survey on evaluation practices in teaching and learning centres. International Journal of Academic Development DOI: 10.1080/136144X.2017.1313162

    Freeman, S., et al (2015) Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences of the USA 111.23, 8410-8415 DOI: 10.1073/pnas.1319030111