3,053 research outputs found

    An Empirical Inventory of Gamification Components

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    Gamification is relatively novel concept which is attracting increasing interest from academics and practitioners as a method of mediating behaviour in a wide range of social and business contexts. In this paper, we catalogue the atomic components used to implement gamification. Using a standardised rubric, we study a sample of gamified activities in order to measure the prevalence of the various components used to implement gamification. This research provides an empirically derived and validates catalogue of specific components used to implement gamification, which can serve to guide the work of academics and practitioners. It demonstrates variance in the use of the different types of component, indicating that the utility of gamification components may differ. Finally by contrasting the utilization of components in the individual and group contexts, this research identifies the contextual sensitivity of gamification and highlights the need for more sensitive research agendas in advancing our understanding of gamification

    Gamification through leaderboards : an empirical study in engineering education

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    Universities are looking for solutions to engage more students in STEM domains and enhance their learning performance (LP). In this context, gamification is put forward as a solution to achieve this aim. The present study examined the effect of gamification – building on leaderboards ‐ on LP. Furthermore, mediating variables, such as intrinsic motivation, self‐efficacy, engagement, and background variables, such as sex, previous gaming experience, and undergraduate major, were considered. A pretest‐posttest quasi‐experimental design with an experimental and a control condition was set up (n = 89) in an Introductory Computer Programming course. We observed a significant improvement in the LP of students in the gamified condition. However, no interaction effect was detected, due to mediating and background variables. The high learning gain is a favorable indicator that gamification might be a promising approach to promote STEM programs

    Gamification of Visual Search in Real World Scenes

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    Gamification, or the application of game-like features in non-game contexts, has been growing in popularity over the last five years. Specifically, the successful gamification of applications (such as Waze, Foursquare, and Fitocracy) has begun a spike in gamification of more complex tasks, such as learning to use AutoCAD or Photoshop. However, much is unknown about the psychological mapping of gamification or how it translates to behavioral outcomes. This dissertation aims to compare three distinct styles of gamification (avatars, points and feedback, and leaderboards) onto the three basic psychological needs (autonomy, competence, and relatedness). It will assess behavioral outcomes on a visual search task when gamification styles are used separately, compared against all three styles used in concert. The task chosen is a camouflage visual search task. This task was selected because it is both boring (as indicated by the Flow Short Scale) and difficult (as indicated by previous work). These features make it the ideal task to gamify. Results indicated that only in the full gamification condition was response time significantly faster than in the control condition, or no gamification. However, ANOVA evaluating differences in enjoyment, motivation, and stress indicated differences among the groups, suggesting that gamification may elicit psychological outcomes that may not necessarily manifest into behavioral outcomes. ANCOVA were used to evaluate group differences using relevant survey measures as covariates. These tests indicated differences among groups in all behavioral measures, though these differences were most pronounced in response time measures. Future directions involving gamification based on personality type, as well as suggestions on best practice for gamification in the future are discussed

    The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review

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    Gamification, defined as the integration of videogame components to promote a gameful experience, is increasingly being implemented in education with the aim of enhancing students' engagement and motivation. Accordingly, since 2010 it has constituted an area of growing interest for researchers and teachers. Following PRISMA 2020's methodology, a systematic review (SR) was conducted in November 2022 seeking to explore the influence of gamification strategies on students' motivation to learn. Having identified 548 articles, 40 studies were chosen based on the selection criteria set and analyzed to reveal that game elements such as points, badges and rankings are widely used to motivate students. From a theoretical perspective, gamification studies focus on the dichotomy of intrinsic and extrinsic motivation. The results suggest a positive influence of gamification strategies on students' motivation, although in the long run, such motivation can decline. Furthermore, the influence of a novelty effect and extrinsic rewards on motivation is identified, which can lead to greater motivation in the short term, followed by a decrease with further exposure to gamification. Future studies should focus on the influence of students' individual traits (e.g., gaming experience, openness to competition and cooperation) on gamification strategies. Moreover, long-term exposure to gamification as well as the novelty effect should be explored.info:eu-repo/semantics/publishedVersio

    Developing a Gamified Online Learning Management System for Business Students

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    Traditional learning methods for business students typically involve repeated practice and memorization of class content. Instructors provide students slides and textbooks to learn from and give exams and quizzes to test on how well they learned the material. However, traditional learning has it limitations in terms of how incentivized students are and how well they can manage their learning process, especially for the younger generations. We propose an online learning management system (LMS) for students to keep track of their records, manage learning materials and prepare to do online practices. We also incorporate gamiïŹcation - that is, to use features typically found in games to our LMS to make the process more enjoyable. We treat all lessons, quizzes and exams like “quests” the character (student) has to conquer through a “game map”, each quest (quiz/exam) is randomized, target speciïŹcally on certain knowledge and can be done at any time repeatedly. Students can earn currencies and can use them to purchase items on the store. We are interested in whether such a system provides a more enjoyable environment for student to learn business related content and how incentivized they are, and whether it makes the learning process more eïŹƒcient, eïŹ€ective. Those criteria are used to evaluate the system. Online statistics, such as how many times and how well a student does on the quizzes, are used to evaluate how well students learn compares to traditional methods. Additionally, student surveys are used to provide qualitative data on learning experience

    Establishing the Impact that Gamified Homework Portals Can Have on Students\u27 Academic Motivation

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    This research paper describes the investigation of the impact a gamified learning environment has on students’ motivation to complete course homework within a second semester freshman year design course. There are many benefits to including a gamified learning environment within a classroom including that it allows for students to learn through failure, and provides many different paths for student success.(1) Previous studies on gamified learning environments have shown improvement in student’s engagement in classrooms, as well as learning gains (2,3) although there has been little work done on the effect gamified learning environments can have on student motivation. In this study, two classes of freshman engineering students completed their homework through the use of a gamified homework platform. The gamified homework portal was designed around quests (or individual activities) allowing for students to select the quests that interested them the most in the pursuit of achieving a final point score. Quests were scaffolded to ensure that students were meeting the minimum learning objectives for the course and progressively being exposed to content of higher difficulty. Students were also not penalized for failure and given unlimited opportunities to resubmit quests to achieve the benchmarks set for the course. As additional incentive, students could earn badges, awards and achievements based off of the quality of their work, and the quests they selected to complete. To determine the impact that the gamified homework platform had on students’ motivation, students were asked to complete the Jones MUSIC Inventory (4,5) and participate in an end of semester focus group. The Jones MUSIC Inventory measures academic motivation and provides a perspective on students’ motivation towards completing course objectives. 4,5 Focus group results were analyzed using a grounded emergent qualitative analysis approach by two analysts. The categories were then cross-referenced with the Jones MUSIC model (4,5) to determine alignment of the categories observed with students’ academic motivation. Overall, the results have shown that the gamified learning environment had relatively neutral impact on students’ academic motivation towards homework

    Class tournament as an assessment method in physics courses : a pilot study

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    Testing knowledge is an integral part of a summative assessment at schools. It can be performed in many different ways. In this study we propose assessment of physics knowledge by using a class tournament approach. Prior to a statistical analysis of the results obtained over a tournament organized in one of Polish high schools, all its specifics are discussed at length, including the types of questions assigned, as well as additional self- and peer-evaluation questionnaires, constituting an integral part of the tournament. The impact of the tournament upon student improvement is examined by confronting the results of a post-test with pre-tournament students’ achievements reflected in scores earned in former, tests written by the students in experimental group and their colleagues from control group. We also present some of students’ and teachers’ feedback on the idea of a tournament as a tool of assessment. Both the analysis of the tournament results and the students’ and teachers’ opinions point to at least several benefits of our approach

    The Gamification Inventory : an Instrument for the Qualitative Evaluation of Gamification and its Application to Learning Management Systems

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    Gamification has risen meteorically in popularity since the beginning of the decade, both in practitioner circles and among researchers. We show that empirical results of gamificationa s effects do not match the hype around it as studies have largely failed to prove any effects. We posit that a proper evaluation of gamification requires an understanding of how gamification can be expressed in real-world applications and employ Wittgensteinian family resemblances as a basis for such a definition. We have collected a set of properties that gamified applications can have through the analysis of goals and means of gamification mentioned in the literature and through an expert survey. We then used those results to create the Gamification Inventory, an instrument for the qualitative assessment of gamification in a given system. We have tested the instrument with a set of evaluators in the field of learning management systems (LMSs), informing both a refinement of the instrument and the preparation of an experiment with the intent of testing the effectiveness of common forms of gamification. The analysis of these LMSs led to results very similar to what our analysis of previous empirical studies in gamification, and especially gamification in education, have shown: most gamification is concentrated on using points, badges, levels and leaderboards as game design elements. We argue that a large-scale, long-term experiment with a proper factorial design is needed to evaluate the effectiveness of gamification and have prepared such a study. Having identified points and badges as two major elements to be tested, we developed an extension to a competency grid add-on for the LMS Moodle that allows for a 2x2 factorial design of using points and badges. The system is designed for large-scale distribution among schools using the competency grid in Moodle, with minimal invasiveness in mind. We briefly discuss the challenges that come with such large-scale experiments, especially in German schools. As a result, we present a new, tested, and refined instrument for the qualitative assessment of gamification in a given system, an overview over gamification as it is being used in the most popular LMSs, and an experimental setup to test the effectiveness of points and badges in schools, using custom add-ons to the competency grid for Moodle and to the corresponding mobile application

    Systematic Review of Gamification Research in IS Education: A Multi-method Approach

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    Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and contexts. Gamification is increasingly gaining attention among system designers across various industries especially in education due to the benefits associated with its implementation. The adoption of gamification in information systems (IS) education is promising for engaging and motivating students to complete their degree programs. Call for research in this area is particularly on the increase in the IS field. Accordingly, we need to organize the aggregation of research in this area and use common terminologies to promote progressive research practice in the field. In this paper, we use a multi-method approach to systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied areas, and, thus, present opportunities for future research. The multi-method approach combines classical systematic review method and social network analysis to provide additional insight into the knowledge structure of researchers involved in the gamification of IS education. This review also highlights possible interventions that can improve student retention in IS education through the design of effective gamified courses
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