5 research outputs found
Advancing Science Education and Development through Gamified Mobile App for Junior High School Physics Learning
Pesatnya pertumbuhan industri game membawa dampak pada segala bidang, salah satunya pada bidang pendidikan. Dalam dunia pendidikan, gamifikasi memberikan manfaat sebagai alat yang dapat memotivasi siswa. Gamifikasi menawarkan mata pelajaran yang kompleks seperti fisika sebagai pengalaman belajar yang interaktif dan menyenangkan. Kesalahpahaman sering terjadi dalam pendidikan fisika sehingga berdampak baik bagi siswa maupun guru. Metode pengajaran tradisional dapat menimbulkan kesalahpahaman sehingga menurunkan minat belajar siswa. Pada penelitian ini, Gamifikasi bertujuan untuk mengatasi tantangan tersebut dengan meningkatkan minat siswa dalam mempelajari mata pelajaran fisika. Kebaruan pada penelitian ini terletak pada penggunaan aplikasi pembelajaran berbasis gamifikasi dengan menggunakan unsur badge, level, ranking, dan rewards. Penelitian ini menggunakan pendekatan kuantitatif dari hasil pre-test dan post-test sebanyak 40 siswa. Data tersebut kemudian diolah menggunakan metode N-Gain untuk mengetahui perbedaan hasil belajar menggunakan aplikasi gamifikasi dan pembelajaran tradisional. Hasil uji N-Gain menunjukkan pembelajaran gamifikasi memperoleh skor 40,59, sedangkan pembelajaran tradisional memperoleh skor 23,64. Dari perbandingan N-Gain yang ada dapat dibuktikan bahwa pembelajaran Gamifikasi efektif dalam mendorong keterlibatan dan pemahaman siswa dalam pendidikan fisika
Efeitos negativos e limitações da gamificação no perĂodo entre 2005 e 2020: uma revisĂŁo sistemática da literatura
A gamificação tem sido definida como a aplicação de elementos de jogo a contextos que
nĂŁo sĂŁo de jogo (Deterding et al, 2011), de forma a promover comportamentos nos
indivĂduos (Hamari & Koivisto, 2015). A investigação acerca da gamificação tem sido
desenvolvida numa perspetiva de procura de benefĂcios em áreas como o marketing, a
gestão e a educação (Rodrigues, Oliveira & Rodrigues, 2019). Porém, constata-se uma
lacuna na literatura relativamente a uma investigação que contemple o lado negativo da
gamificação e as suas potenciais limitações. O objetivo geral deste estudo consistiu em
compreender os efeitos negativos e limitações da implementação da gamificação ou de
elementos de jogo mencionados na literatura cientĂfica de diversas áreas. Para tal,
elaborou-se uma revisĂŁo sistemática da literatura cobrindo 86 textos cientĂficos
publicados entre 2005 e 2020 em revistas cientĂficas de ranking maior ou igual a Q2.
Utilizou-se o Leximancer para extrair os principais temas e conceitos abordados.
Constatou-se que os temas “gamification”, “aprendizagem”, “desempenho”,
“comportamento” e “marca” foram os mais explorados pelos investigadores no perĂodo
analisado. Os conceitos “marca”, “efeitos”, “contexto” e “comportamento” são aqueles
que mais se relacionam com o conceito “negativo”, que se associa também com os
conceitos “controlo” e “desempenho”. Detetou-se que a gamificação tem, sim, um lado
negativo, que está dependente do contexto e que se manifesta principalmente no âmbito
de situações de aprendizagem. A base teĂłrica construĂda neste estudo permitirá a
investigação sobre os fatores contextuais que limitam a eficácia da aplicação da
gamificação em situação de aprendizagem.Gamification has been defined as the usage of game elements in non-game contexts
(Deterding et al, 2011), to promote certain behaviours in individuals (Hamari & Koivisto,
2015). Since it is a recent, gamification has been research from a benefit search point of
view in areas like marketing, management and education concept (Rodrigues, Oliveira &
Rodrigues, 2019). However, there is a lack of transversal studies about the negative side
of gamification and its potential limitations. The main purpose of this study was to
understand the negative effects and limitations of the implementation of gamification or
gamified elements, mentioned throughout scientific literature of several areas. We have
thus performed a systematic review of literature covering 84 scientific texts published
between 2005 and 2020 in scientific journals of Q2 or higher. We then used Leximancer
to extract the main themes and concepts considered. We concluded that “gamification”,
“learning”, “performance”, “behaviour” and “brand were the main themes underlying the
investigation conducted in the analysed period. Moreover, “brand”, “effects”, “context”
and “behaviour” are the closest concepts to “negative”, which is also associated with
“control” and “performance”. We confirmed gamification does have a negative side,
which depends on the context and is mainly present in learning situations. The theoretical
basis brought by our study allows for future investigation on the context factors that
hinder the efficacy of gamification in learning situations
Gamification of cooperation : A framework, literature review and future research agenda
Cooperation is in many ways a meaningful behavior and understanding how cooperation can be fostered among humans is integral to solving the many global challenges we are facing. Thus, one of the major current developments exists in exploring the potential of gamification to engage people in cooperative activity. However, while the literature on this phenomenon is growing in numbers, it remains unclear how gamification motivates cooperation and how effective it is in cooperative settings. This lack of understanding obstructs us from designing gamification that appropriately supports cooperation and from comprehending what potential hurdles need to be considered. We close this gap by theorizing a framework for gamifying cooperation. Guided by this framework, we systematically review and synthesize the existing literature (n = 51) to understand how gamification has been previously employed to motivate cooperation and what is known about the effects of gamification in cooperative contexts. The main contribution of the present study consists in deducing three different approaches (i.e., based on individualistic, cooperative, and hybrid use of features) to motivate cooperation by gamification and in providing a strategic platform for future research by proposing 11 agenda points regarding thematic, theoretical, and methodological future research avenues for gamifying cooperative activity.publishedVersionPeer reviewe
Fun and Engagement in Lecture Halls through Social Gamification
The traditional lecture is a teaching format which offers students few opportunities for engagement turning them into passive listeners of the lecturers’ presentations what negatively impacts on their learning. With audience response systems, that is technology supporting classroom quizzes, breaks which reactivate the students can be introduced into the lecturers’ presentations. This article reports on an audience response system coupled with a social gamification of quizzes based on teams: Each student is assigned to a team and the students’ answers to quizzes contribute to their team’s success. An immediate overview of team participation updated in real-time during the quiz and updated team standings after the quiz displayed for everyone to see motivate students to participate in the quizzes. The contribution of this article is threefold: First, a team-based social gamification of quizzes aimed at boosting participation in quizzes and attendance at lectures, second, original technological tools supporting the proposed team-based social gamification, and third, a first evaluation demonstrating its effectiveness in a small course and a second evaluation suggesting that for use in large classes teams have to be built in a specific way. This article is an extended version of an article presented at ICL 2018 which provides a deeper representation of related work, a more extensive description of the team component, an additional evaluation, and implications for the use of the team-based social gamification in large classes