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2013
AI
This paper explores the integration of gamification in e-learning environments to enhance student motivation and engagement. It defines gamification as the application of game design elements in non-game contexts and discusses its implementation on e-learning platforms such as WeLearning. Key mechanisms for gamification, including defining goals, providing feedback, tracking progress, and improving course aesthetics, are articulated. The conclusion highlights the importance of adapting educational systems to user needs through gamification to foster a more interactive and motivating learning experience.
Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management, 2018
This chapter is structured to help give readers a general impression about gamification and its relationship with e-learning from the perspective of basic sources of gamification. Gamification is important for e-learning, which can share the same digital environment with digital game components because it has the potential to increase the engagement of the learners in digital environment. This chapter on gamification has primarily tried to explain the reasons for prompting people to play and the kinds of actions of the players after defining the game and gamification. Afterwards, explaining the components of the gamification design models, some gamification applications are stated as successful examples that can be used in e-learning. The chapter concludes by giving information about the limits, criticism, and future of gamification.
International Journal on Advanced Science, Engineering and Information Technology, 2016
Gamification technique is getting popular to be implemented in learning or training application. It is referred to the use of game elements or game thinking in a non-game context in order to increase engagement between students and learning application. Since there are many elements of games that are identified from previous works, this study focuses on game elements from Gamification technique that positively affect learning when applied to a learning application. Therefore, the objectives of this research are to identify game elements that can be gamified in a learning application; and to verify those elements by multiple users (gamers, students, and experts). Suitable game elements are identified through literature reviews. Two approaches are used to verify these elements; interview experts and administer a survey to gamers and students. The finding of this study suggests the use of a group of game elements with three aims, (1) increase the level of fun and entertainment; (2) motivate students to challenge each other; and (3) improve gaming and learning skills. In a further study, these elements will be implemented in a learning application and its effectiveness shall be tested.
2020
Vien Pham GAMIFICATION ON LEARNING-Gamifying the Gamification and Serious Games course Recently, gamification has become a trending topic in the world. Using game elements in a nongame context could improve the engagement and motivation of people in many fields. Particularly in higher education, this method has been applied successfully by educators. Taking advantage of gamification, this thesis aims to apply gamification into the Gamification and serious game course at Turku University of Applied Sciences, which would become an online course, in order to increase motivation and engagement of students in the course. To achieve the objectives of the study, a design science research approach has been used to collect lecturer viewpoints and student's ideas about gamification to create a prototype and obtain feedback from the experts and then finalize the course mockup. The findings indicated that students and lecturer were supportive of such an environment and the data they gave related to the prototype learning environment. Furthermore, the expert evaluator suggested to include a feedback area. Finally, a gamified online learning environment has been developed according to student, lecturer, and expert feedback. In the future, the mockup of gamified website will be tested further with students and is expected to be launched for the 2020 Gamification and Serious Games course.
Journal of Computer Science
Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in non-game systems. Its main objective is to increase user's motivation, experience and engagement. For the same reason, it has started to penetrate in e-learning systems. However, when using gamified design elements in e-learning, we must consider various types of learners. In the phases of analysis and design of such elements, the cooperation of education, technology, pedagogy, design and finance experts is required. This paper discusses the development phases of introducing gamification into e-learning systems, various gamification design elements and their suitability for usage in e-learning systems. Several gamified design elements are found suited for e-learning (including points, badges, trophies, customization, leader boards, levels, progress tracking, challenges, feedback, social engagement loops and the freedom to fail). Advices for the usage of each of those elements in e-learning systems are also provided in this study. Based on those advises and the identified phases of introducing gamification info e-learning systems, we conducted an experimental study to investigate the effectiveness of gamification of an informatics online course. Results showed that students enrolled in the gamified version of the online module achieved greater learning success. Positive results encourage us to investigate the gamification of online learning content for other topics and courses. We also encourage more research on the influence of specific gamified design elements on learner's motivation and engagement.
Huge development of information and communication technologies in last 20 years has significantly influenced even the field of education. As a result, many new methods and forms of education have appeared. They utilize modern technologies in order to make educational processes more efficient. One of the most important changes may be the usage of e-learning which has-especially in the concept of guided self-studying-a positive effect. One of the latest trends in the education which applies information and communication technologies is the integration of elements of gamification and game-based learning. These approaches lie in application of elements of computer games, especially increased motivation, activation, joy of playing, problem solving, etc. They find their use mostly as extension of e-learning (study support). It is possible to find identical aspects also in the area outside the e-learning or the internet generally-in the field of the experiential education. The implementation of gamification and game-based learning into e-learning education is time and competency-demanding activity. Its main goal is to reach given educational objectives which may be supported from the structure point of view i.e. without direct influence on the contents of the education (gamification); or from the content point of view (game-based learning). The highest level is the synthesis of both mentioned approaches which leads to creation of comprehensive educational material. This paper deals with the aspects of gamification and game-based learning and with the exploitation of their potential in formal education as tools which make achieving of given goal more efficient. The paper also includes a model of a design of educational material (study support which uses gamification or game-based learning), both from the material structure and the material content point of view.
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi, 2021
Gamification has been widely adopted in many areas, including in the educational context. The students need to be motivated in following the learning process because everyone feels happy to learn if there is no coercion. By presenting something fun and enjoyable, students are expected to be more involved in the learning process, which will achieve better learning outcomes. Gamification is very reliable in bringing fun and pleasure to the learning process for the students. We analyze three items from the previous study; the intention and what the goals are expected, how to design, and the result of gamification in the education context. We found the intentions of gamification adoption in an educational context. They are to increase students' motivation to learn and present an alternative learning method that is more fun and enjoyable. And for the success of this gamification program, a game application can be developed using existing sophisticated technology and by presenting a r...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of a learning activity to be clear. Gamification is a recent concept, primarily from the web development industry, that can make learning activities more active and participatory. This paper provides an overview of the background of gamification, the relevant key game concepts, gives an overview of examples from outside education and provides some suggestions for implementing gamification in education generally, and e-learning specifically. This paper is intended to give readers an overview of gamification, allowing an informed analysis of the technique in their own context to be made.
We review the literature on gamification and identify principles of gamification and system design elements for gamifying computer educational games. Gamification of education is expected to increase learners' engagement, which in turn increases learning achievement. We propose a gamification framework that synthesizes findings from the literature. The gamification framework is comprised of principles of gamification, system design elements for gamification, and dimensions of user engagement.
Test Engineering and Management, 2020
Gamification is a genre of social interaction that concerns those in fields like academia, as well as professionals of business, education, and information technology. However, as a term, it remains hindered as of varied uses and meanings, it has been divided according to its educational usability. It has been dealt with in terms of merits and demerits to validate its usefulness by offering the proof to encourage those specialized in education as well as entertainment. In this paper, a general overview of gamification and in education respectively (i.e. learning and teaching) with a glimpse from empirical studies. Followed by an examining of its contributions for a better improvement in the educational process in general. This articles gives a general description overview on the use of gamification in understanding its applicable usefulness in the field of education due to its feature of edutainment. It outlines gamification in both theory and action, with an emphasis on empirical side in relation with context and purpose and context. Furthermore, it shows that gamification as a conceptualized concept is emerging in the field of education to meet the expected outcomes. A discussion on the probability of the way gamification to be more useful as a subdivision to improve the systems of interaction of user experience by using gamified design. The paper concludes with suggestions of nonstop investigations of gamified applications and its effectiveness.
IAIC Transactions on Sustainable Digital Innovation (ITSDI), 2021
The manuscript that we examined contains the introduction of gamification into e-learning lecture activities in universities. A literature study will explain conceptual differences between the techniques and methods of mechanics and game dynamics used by students. Gamification will be combined into e-learning at a university, and this has various benefits in the learning process, such as higher motivation, more fun learning, and active learning. This Paper shows the importance of gamification in learning, including in higher education. The manuscript that we created presents a different perspective on the concept of gamification in the University. The innovation in this paper describes incorporating characteristics of gamification and e-learning that can demonstrate the practical use of gamification in e-learning. The method used is a literature study. Further research expected that this framework can be applied in various universities.
2017 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), 2017
Research on educational e-courses that contain only a series of motivating elements of computer games but do not include playing computer games has intensified since 2010 [1] [6]. This field of research is called gamification and represents the use of game elements (mechanics, dynamics and aesthetics) in a field (education, marketing etc.) that is not a computer game. A review of literature related to the field of teaching with online courses in information technology (e.g. programming, software engineering) shows that the topic of gamification has so far been inadequately explored, with the lack of theoretical and empirical research that would involve gamification methodology. Previous studies have shown that gamification can have a positive impact on the pedagogical and psychological aspects of e-learning. In this paper empirical research is presented regarding the use of gamification in online teaching of programming. A gamified e-course was designed for the lectures in programmi...
2014
Today's learners are digital natives. They grew up with digital technologies. Teachers have to solve important issues related to the adaptation of the learning process towards students who have different learning styles and new requirements for teaching and learning. Gamification is one of the educational approaches and techniques that increase motivation and engagement of learners. The aim of the current work is to study and present the nature and benefits of gamification and to provide some ideas how to implement it in education.
Multidisciplinary Approaches to Research, 2023
The development of technology has paved the way for a revolution in education. Technology-enabled learning is becoming an integral part of a larger system of practices and policies to prepare and support a highly skilled workforce in 21st-century learning. E- learning, or digital instruction and training, has utilised gamification for several years. Taking a closer look at the evolution of game-based learning and gamification in computer science, it must be acknowledged that game-based learning appears to have reached a stalemate in which the instructional seamless integration of learning and gaming is not yet a reality. Likewise, gamification in digital teaching and training systems presents a comparable circumstance. Game-based learning is an innovative form of education that incorporates educational computer games. It also includes educational games software, such as learning aids, instructional enhancement, and student assessment. Gamification can help develop a systematic approach, supporting an organised and methodologically sound gamification design for digital teaching and training. Diverse forms of computer games are utilised extensively in the field of education. Creating appropriate games can increase the acceptability of instructional material among learners. Numerous researchers have turned their attention to game-based learning and gamification. Gamification has existed for a long time, originating from marketing initiatives such as point cards and rewards memberships, educational structures, the highest scientific level, degrees, and workplace productivity.
Tehnički glasnik
This paper explains the concept of gamification, lists the current models according to which educational e-courses can be designed, and proposes a conceptual eRIOOS model aimed at higher education. The aim of the research as well as the purpose of creating a conceptual model of gamification is to standardize the elements of computer games that can be used in educational e-courses at higher education institutions. In the preparation of this research, the emphasis was placed on the invention and analysis of professional and scientific literature for creating a conceptual model. The model contains a logical representation of two levels of complexity. Three separate e-courses have been created in different courses within the two University institutions, which serve as a tool to check the correctness of the conceptual eRIOOS model. The result of the research is a confirmed conceptual model that is suitable for creating Moodle e-courses of IT teaching orientation in higher education insti...
A deep investigation of the ways that games and entertainment technology engage people can help us develop methods for effective, inspiring and engaging learning environments. Gamification in education is a new concept that provides innovative teaching tools and solutions at cognitive, emotional and social levels. This study is an initial attempt to develop a relevant framework and to present the guidelines that propose activities as building blocks for gamifying an e-learning environment with a focus on higher education settings.
ICIC Express Letters, 2018
Nowadays, there is a growing interest in e-learning, online learning that can be performed anywhere at any time. The gamification is integrated in some e-learning management systems, and it is expected to increase the students' satisfaction, motivation, and engagement. This study aims to evaluate the effectiveness of gamification in e-learning. For this purpose, an educational website, www.bangsacerdas.com, is established, where the survey is conducted for registered students. There are two parts of participants: the students who are directed to a learning system with gamification and the students who are enrolled in a learning system without gamification. During the process, the level of user engagement and the quality of learning are being evaluated in each group. The t-test results for these two populations suggest that there are significant improvements in the learning experience of the participants in the classes that implement the gamification in their system.
In the last 20 years computers have been playing an increasingly important part in all aspects of everyday life, changing the way people understand but mostly the way people do things. Education, an integral part of every person's life, could not have been left unaffected by these changes. Almost from the beginning, computer scientists and education specialists have been searching for ways to integrate computer technology in the learning process for the benefit of the teacher and the student. Two promising ways to achieve this goal are e-learning and gamification. In this paper a study related to these two modern technologies is presented.
The Journal of Contemporary Issues in Business and Government, 2021
Gamification is the emerging trend these days in various sectors like service training, business, health, organisational management, politics, retail and education. Gamification is widely used in education these days so it is necessary to study the different aspects of it. In this study we are using secondary data to analyse the importance and process of gamification. Further in this study we will analyse the tools for gamification. The purpose of the study is to study the process of gamification, the software tools used in gamification. In the end it leads to the conclusion that Gamification is an efficient instrument to bring out constructive changes in attitude of students towards learning, improving their eagerness to learn. The outcomes of this are dual, one, they improve results and grasping power of the content and generate conducive environment for learning
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