5,621 research outputs found

    Autonomy in Video Games and Gamification

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    In the past decade, gamification (using game elements in non-gaming tasks to enhance motivation and engagement) has become a popular concept in many industries, but few studies have explored the principles under which it works. Self-determination theory suggests three psychological needs that gamification fulfills: competence, relatedness, and autonomy. Autonomy, a person\u27s perception that they have the ability to act however they choose, has emerged as an important, yet less-studied aspect in gamification. Inclusion of autonomy in gamification should foster engagement, enjoyment, and better performance. An experiment inspired by the above was carried out in which a sample of college students (N = 57) played a video game called Super Mario Bros. Crossover with either the choice to customize the aesthetics of their character and background (autonomy-supportive) or no choice of aesthetics (non-supportive). It was hypothesized that conditions involving more choice would lead to higher perceived autonomy and performance, and that perceived autonomy would be positively correlated with engagement, enjoyment, and performance. The manipulation resulted in no significant difference in perceived autonomy or performance, and perceived autonomy was only significantly positively correlated with enjoyment. Prior Super Mario Bros. experience was also found to positively correlate with perceived autonomy in the autonomy-supportive condition. The choice of aesthetics does not appear to have been sufficiently strong enough to increase perceived autonomy in this context

    Gamification in higher education and stem : a systematic review of literature

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    In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field. Despite the availability of literature reviews about gamification and its effects, no work to this date has focused exclusively on Higher Education (HE). Next, worldwide there is an increasing demand for skilled Science, Technology, Engineering and Mathematics (STEM) professionals that meet the challenges related to scientific and technological innovations of the 21st Century. This lead to the need of strengthening STEM Higher Education. This brings us to the purpose of this work: presenting a systematic literature review of empirical studies about gamification STEM related Higher Education. This review study started from a systematic mapping design of 'Web of Science' articles, with following inclusion criteria: empirical gamification studies set up in HE, published between 2000 and 2016; focusing on undergraduate or graduate students; in the STEM knowledge field, and set up in authentic settings. An initial search resulted in 562 potentially relevant articles. After applying all selection criteria, only 18 studies could be retained. 12 additional articles were included by analyzing references from earlier literature reviews, resulting in 30 studies to be included. Analysis results show how a combination of game elements (e.g. leaderboards, badges, points and other combinations) positively affects students' performance, attendance, goal orientation and attitude towards mostly computer science related subjects. The analysis results also point at a lack of studies in certain STEM areas, a lack of studies that identify the particular game element associated with the positive differential impact on student performance; a lack of validated psychometric measurements, and lack of focus on student variables that could/should be taken into account as mediating/moderating variables clarifying the impact of gamification in the HE focus on STEM learning and teaching

    Company-university collaboration in applying gamification to learning about insurance

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    Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning

    Student experience of gamified learning: a qualitative approach

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    Student engagement and student outcomes in Higher Education continue to be the subject of academic concern, and thus receive research attention. To address these concerns, we aim to explore the use of gamification to enhance student engagement, and thereby improving student learning and performance. Gamification represents the use of game elements to enhance engagement in activities such as learning.  This paper highlights the use of game elements such as: leader boards, scores for activities, and multiplayer (group) activities.  The paper does this by exploring students’ learning journeys, as well as their experience of modules in which gamification had been introduced. Group-based competitive activities were introduced to modules undertaken by business students, student nurses, and paramedic students.  Students undertaking these modules were invited to participate in semi-structured interviews.  Twelve students drawn from the three disciplines took part in these semi-structured interviews, which were digitally recorded to enable production of accurate transcripts. Thematic analysis was used to identify key themes from the interviews. To explain student responses and their learning experience, four themes were developed; challenge, difference, group processes, and competition. Students often presented themselves as enjoying challenge, although this was sometimes contrasted with enjoyment of ‘easy’ activities.  Challenge was presented not only as a motivational factor, but also sometimes as a barrier to success.  This sense of challenge was often conceptually linked to students’ perception of difference within their gamified learning, which was pedagogically distinct from their typical learning experience.  Most, but not all, expressed positive views of this difference.  As with the theme of challenge, discussion of difference could be both positive and negative.  Participants highlighted competition as a positive factor.  The competition between groups influenced some group processes.  Some students noted previous challenges involved in group-work, such as unequal work distribution.  Participants observed the potential for intra-group friction, while identifying the positive learning outcomes of group work.  Taken together, the analysis suggests that competitive group work is a beneficial strategy for enhancing student engagement and performance

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Competing or aiming to be average?: Normification as a means of engaging digital volunteers

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    Engagement, motivation and active contribution by digital volunteers are key requirements for crowdsourcing and citizen science projects. Many systems use competitive elements, for example point scoring and leaderboards, to achieve these ends. However, while competition may motivate some people, it can have a neutral or demotivating effect on others. In this paper we explore theories of personal and social norms and investigate normification as an alternative approach to engagement, to be used alongside or instead of competitive strategies. We provide a systematic review of existing crowdsourcing and citizen science literature and categorise the ways that theories of norms have been incorporated to date. We then present qualitative interview data from a pro-environmental crowdsourcing study, Close the Door, which reveals normalising attitudes in certain participants. We assess how this links with competitive behaviour and participant performance. Based on our findings and analysis of norm theories, we consider the implications for designers wishing to use normification as an engagement strategy in crowdsourcing and citizen science systems
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