Conference PaperPDF Available

GAMIFICATION IN EDUCATION

Authors:

Abstract

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.
GAMIFICATION IN EDUCATION
Gabriela Kiryakova
1
, Nadezhda Angelova
2
, Lina Yordanova
3
Abstract
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.
Key Words: e-learning, gamification, LMS, Moodle
1. INTRODUCTION
Today's learners are digital natives and have new profile. They grew up with digital technologies and have
different learning styles, new attitude to the learning process and higher requirements for teaching and learning.
Teachers are facing new challenges and have to solve important issues related to the adaptation of the learning
process towards students needs, preferences and requirements. Teachers have to use different teaching methods
and approaches that allow students to be active participants with strong motivation and engagement to their own
learning. Modern pedagogical paradigms and trends in education, reinforced by the use of ICT, create
prerequisites for use of new approaches and techniques in order to implement active learning. Gamification in
training is one of these trends. 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.
2. NATURE OF GAMIFICATION
2.1. Definitions
According to Kapp gamification is “using game-based mechanics, aesthetics and game thinking to engage
people, motivate action, promote learning, and solve problems.” (Kapp, 2012)
Gamification is the use of game thinking, approaches and elements in a context different from the games. Using
game mechanics improves motivation and learning in formal and informal conditions (GamifyingEducation.org).
Various definitions overlap and can be summarized as follows: Gamification is an integration of game
elements and game thinking in activities that are not games.
Games have some distinctive features which play a key role in gamification:
users are all participants employees or clients (for companies), students (for educational institutions);
challenges/tasks that users perform and progress towards defined objectives;
points that are accumulated as a result of executing tasks;
levels which users pass depending on the points;
badges which serve as rewards for completing actions;
ranking of users according to their achievements.
2.2. Differences between Gamification and Serious Games
There are some terms and concepts that have similarities - gamification, game inspired design, serious games,
simulations and games. The boundaries between them are not clearly defined.
Game inspired design is the use of ideas and ways of thinking that are inherent in games. Game inspired design
does not express in adding game elements, but rather in using of playful design.
Gamification is the use of game metaphors, game elements and ideas in a context different from that of the
games in order to increase motivation and commitment, and to influence user behavior (Marczewski, 2013).
Serious games are games designed for a specific purpose related to training, not just for fun. They possess all
game elements, they look like games, but their objective is to achieve something that is predetermined.
Simulations are similar to serious games, but they simulate real-world things and their purpose is user training
in an environment resembling real life.
Games include everything mentioned above and they are designed for entertainment.
All the above-mentioned concepts have one thing in common they use elements that are inherent in games and
their purpose is to support learning and to improve users’ engagement.
3. GAMIFICATION IN EDUCATION WHY?
According to Gabe Zichermann, cited by (Giang, 2013), the use of game mechanics improves the abilities to
learn new skills by 40%. Game approaches lead to higher level of commitment and motivation of users to
1
Trakia University, Faculty of Economics, Stara Zagora, Bulgaria, gabriela@uni-sz.bg
2
Trakia University, Faculty of Economics, Stara Zagora, Bulgaria, nadja@uni-sz.bg
3
Trakia University, Faculty of Economics, Stara Zagora, Bulgaria, lina@uni-sz.bg
activities and processes in which they are involved. Game mechanics are familiar to consumers as most of them
have played or continue to play different games. Although this conclusion applies to companies and their
employees, it is unconditionally true for education.
The main problems in modern education are related to the lack of engagement and motivation of students to
participate actively in the learning process. Because of that, teachers try to use new techniques and approaches to
provoke students’ activity and motivate them to participate in training. One possible solution is to reward the
efforts and achieved results by awards, which leads to increased motivation for participation and activity. That
decision is based on the use of game elements in the learning process.
Gamification in education is the use of game mechanics and elements in educational environment. E-learning,
based on modern ICT, creates favorable conditions for the implementation of gamification the processes of
processing students’ data and tracking their progress are automated and software tools can generate detailed
reports.
Implementation of game elements in education is logical since there are some facts that are typical for the games
and training. Users’ actions in games are aimed at achieving a specific goal (win) in the presence of obstacles. In
education there is a learning objective, which has to be achieved by performing specific learning activities or
interaction with educational content. Tracking the players’ progress in games is an important element, because
next steps and moves are based on their results. In education tracking the students’ progress is essential to
achieve the learning objectives. Students’ learning path is determined by the achieved levels of knowledge and
skills (Glover, 2013). Collaboration in education is a milestone for the effective implementation of active
learning. Unlike training games possess a strong competitive element. The focus in learning process should be
rather towards developing skills for collaboration and teamwork and responsibility for the performance of the
group instead of competition between students.
Gamification is not directly associated with knowledge and skills. Gamification affects students’ behavior,
commitment and motivation, which can lead to improvement of knowledge and skills (W. Hsin-Yuan Huang, D.
Soman, 2013).
4. GAMIFICATION IN EDUCATION HOW?
The development of an effective strategy for the implementation of gamification in e-learning implies a depth
analysis of existing conditions and available software tools. The main steps of the strategy include:
1) Determination of learners’ characteristics
When teachers implement new approaches in learning process it is essential to define students’ characteristics
(profiles) in order to determine whether the new tools and techniques would be suitable. The key and decisive
factors are the predisposition of the students to interact with the learning content and to participate in learning
events with competitive nature.
It is essential teachers to establish and take in mind what skills are required by the participants to achieve the
objectives whether the tasks and activities require special skills by learners. If tasks are very easy or difficult, is
possible demotivation of learners and negative outcome.
Students’ motivation to participate in training depends on the context of learning process and what follows from
their achievements (W. Hsin-Yuan Huang, D. Soman, 2013).
2) Definition of learning objectives
The learning objectives have to be specific and clearly defined. The purpose of education is to achieve the
learning objectives, because otherwise all activities (including gamification activities) will seem pointless. The
objectives determine what educational content and activities to be included in learning process and selection of
appropriate game mechanics and techniques to achieve them.
3) Creation of educational content and activities for gamification
The educational content should to be interactive, engaging and rich in multimedia elements. The training
activities should be developed tailored to the learning objectives and allow (Simões, J., R. Díaz Redondo, A.
Fernández Vilas, 2013):
Multiple performances the learning activities need to be designed so that students can repeat them in
case of an unsuccessful attempt. It is very important to create conditions and opportunities to achieve
the ultimate goal. As a result of repetitions students will improve their skills.
Feasibility the learning activities should be achievable. They have to be tailored and adapted to
students’ potential and skill levels.
Increasing difficulty level each subsequent task is expected to be more complex, requiring more
efforts from students and corresponding to their newly acquired knowledge and skills.
Multiple paths in order to develop diverse skills in learners, they need to be able to reach the
objectives by various paths. This allows students to build their own strategies, which is one of the key
characteristics of the active learning.
4) Adding game elements and mechanisms
The key element of gamification is the inclusion of tasks that learners have to perform. The performance of tasks
leads to accumulation of points, transition to higher levels, and winning awards. All these actions are aimed at
achieving predetermined learning objectives. Which elements will be included in training depends on the defined
objectives (what knowledge and skills should be acquired as a result of the task). Activities that require
independent work by students bring individual awards (such as badges). Activities requiring interaction with
other learners are the social element of training, they make students a part of a big learning community and their
results are public and visible (such as leaderboards) (W. Hsin-Yuan Huang, D. Soman, 2013).
5. SOFTWARE TOOLS FOR GAMIFICATION
There are many tools for gamification. Some of them are web-based (cloud services) and do not require
installation of special software and allow access at any time and from any location. Among the most popular
gamification tool are: Socrative, Kahoot!, FlipQuiz, Duolingo, Ribbon Hero, ClassDojo and Goalbook.
BadgeOS™ and its add-on BadgeStack is a free plugin to WordPress that automatically creates different
achievement types and pages needed to set up badging system.
Mozilla Open Badges Project is a project which goal is to enable the identification and recognition of acquired
knowledge and skills of students outside the classroom results of informal learning. Via Mozilla's Open
Badges project anyone can issue wins and display badges through shared technical infrastructure (Mozilla Open
Badges).
5.1. Gamification and LMS
Educational institutions use LMS to manage the learning process and offer a variety of electronic courses with
learning resources and activities. LMS allow integration of Web 2.0 tools which improves their functionality and
responds to the new educational paradigms and the necessary for collaboration and cooperation between all
participants in learning.
LMS are suitable environment for gamification because they have tools for automatic tracking of students’
results and progress. It is possible to retrieve data about the time that students spent for viewing and interacting
with content. Learners are encouraged to be active participants in discussions, forums and blogs, to take part in
developing learning content by creating wiki pages.
Recently, part of LMS offer new functionalities related to gamification. Docebo offers Gamification App which
allows administrators to create badges or awards that learners can win for completing activities inside the LMS
(Docebo Help & Support).
Accord LMS offers many social features that foster cooperation and team building. Leaderboards and badges
reward students’ contributions and accomplishments (AccordLMS).
Blackboard has an achievements tool and allows students to earn recognition for their work. Rewarding learners
can keep them motivated and engaged in courses. Teachers can indicate criteria for issuing badges and
certificates (Blackboard).
5.2. Gamification in Moodle
Moodle is one of the most popular learning platforms that allow teachers to manage online learning. Moodle is
among those LMS which develop and offer features aiming to facilitate gamification of the learning process.
Some of Moodle gamification capabilities are (Muntean, 2011), (Henrick, 2013):
User’s picture/avatar. User profiles contain field for uploading a photo, so students can add a photo or
avatar to their profile.
Visibility of the students’ progress. Progress helps users understand that their actions, that may
initially seem unrelated and small, are connected in a greater whole and lead to the achievement of a
certain goal (The Beginner's Guide to Gamification). Moodle offers opportunities for visualizing the
students’ progress in e-courses by Progress bar (Figure 1). Progress bar is a Moodle plugin and visually
shows what activities or resources students have to complete and their progress in the course. Tracking
progress is possible thanks to the option Completion tracking.
Display of quiz results. The results of quizzes or assignments that measure the level of acquired
knowledge and skills by students can be visualized in additional block in course Quiz results. Quiz
results block can contain top results students with the highest grades and/or the lowest grades or group
results (Figure 2) and adds competitive nature of the learning.
Levels. The Level up! Block displays the current level of students in courses and the progress towards
next levels. Level up! is a Moodle plug-in that automatically captures and attributes experience points
to students’ actions according to pre-defined rules. Teachers can set the number of levels, the
experience required to get to them, the amount of experience points earned per event. There is a
possibility to display the ranking of the students (so called ladder) (Moodle).
Feedback. The instantaneous and positive feedback is the main reason that makes users to feel
motivated, engaged and encouraged in their actions. Tests and assignments, as well as all other
activities in Moodle provide opportunities for feedback general, specific, for correct answers or for
wrong answers. Feedback can be used as a correction of students’ actions and can be a stimulus and
motivator to their further activities in the learning system.
Figure 1. Progress bar (Moodle block). Figure 2. Quiz results (Moodle block).
Badges. Badges can be given to learners upon completion of a number of activities or for achieving a
certain level of knowledge and competence. They can be used to display students’ achievements and
rewards. Learners can share and demonstrate their badges and achieve social recognition (The
Beginner's Guide to Gamification). Moodle has completion tracking feature that can be activated for
each course. This option allows teachers to reward students for each completed activity as one possible
award is a badge. MoodleBadges Free is a library of badges that can be given as a reward for achieved
knowledge, skills and learning experience. MoodleBadges are designed to work in Moodle 2.5, Moodle
2.6 and Moodle 2.7, on web, tablet and iPhone, and also can work with Mozilla Open Badges (Moodle).
Leaderboard. Ranking Block is a plug-in for Moodle that allows and shows leaderboard of students
based on their points. Ranking Block monitors included activities and accumulates points to students
based on course completion feature. Leaderboards are visible to all users and they are a way of
obtaining recognition from other learners. Students can see where they stand and compare their results
and achievements to their colleagues. Leaderboards encourage competition between learners and
motivate them to be more active participants in the learning process.
In addition Moodle supports Conditional activities to restrict access to learning content in e-courses. Teachers
can set multiple activity completion conditions/criteria which must be met by the students in order to access the
activity. Conditional activities are a tool that creates prerequisites for setting learning objectives that must be met
by the students in order to continue to the next activities.
In conclusion, there are different ways to implement gamification in Moodle. The system features automatic
data processing and tracking of students’ progress along with completion tracking and conditional activities are
the base for gamifying it.
6. CONCLUSION
E-learning is suitable for easy and effective integration of gamification. Game techniques and mechanisms can
be implemented in the learning process as activities which purpose is to achieve certain learning objectives,
increase learnersmotivation to complete them and engage students in a friendly competitive environment with
other learners.
Gamification is an effective approach to make positive change in students behavior and attitude towards
learning, to improve their motivation and engagement. The results of the change have bilateral nature they can
affect students’ results and understanding of the educational content and create conditions for an effective
learning process.
7. REFERENCES
AccordLMS. (n.d.). Retrieved from AccordLMS: http://www.accordlms.com/smart/gamification
Blackboard. (n.d.). Retrieved from Blackboard: https://help.blackboard.com/
Docebo Help & Support. (n.d.). Retrieved from Docebo: http://www.docebo.com/knowledge-base/how-to-manage-the-
gamification-app/
GamifyingEducation.org. (n.d.). Retrieved from GamifyingEducation.org: http://www.gamifyingeducation.org/
Giang, V. (2013, September 18). “Gamification” Techniques Increase Your Employees’ Ability To Learn By 40%. Retrieved
from Business Insider: http://whttp://www.businessinsider.com/gamification-techniques-increase-your-employees-
ability-to-learn-by-40-2013-9
Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners. World Conference on Educational
Multimedia, Hypermedia and Telecommunications. AACE.
Henrick, G. (2013, October 10). Gamification - What is it and What it is in Moodle. Retrieved from SlideShare:
http://www.slideshare.net/ghenrick/gamification-what-is-it-and-what-it-is-in-moodle
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and
education. John Wiley & Sons.
Marczewski, A. (2013, 03 11). What’s the difference between Gamification and Serious Games? Retrieved from Gamasutra:
http://www.gamasutra.com/blogs/AndrzejMarczewski/20130311/188218/Whats_the_difference_between_Gamification_
and_Serious_Games.php
Moodle. (n.d.). Retrieved from Moodle: https://moodle.org/plugins/
Mozilla Open Badges. (n.d.). Retrieved from Mozilla Open Badges: http://www.openbadges.org/
Muntean, C. (2011). Raising engagement in e-learning through gamification. 6th International Conference on Virtual
Learning ICVL, (pp. 323-329).
Simões, J., R. Díaz Redondo, A. Fernández Vilas. (2013). A social gamification framework for a K-6 learning platform.
Computers in Human Behavior, 345-353.
The Beginner's Guide to Gamification. (n.d.). Retrieved from Technology Advice:
http://technologyadvice.com/gamification/smart-advisor/
W. Hsin-Yuan Huang, D. Soman. (2013, December 10). Gamification of Education. Toronto: University of Toronto.
Retrieved from Inside Rotman: http://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/
GuideGamificationEducationDec2013.pdf
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Öğrenme süreçlerinin öğrenciler için ilgi çekici olmaması ve konu içeriğinin öğrencilere yeterince somutlaştırılmadan aktarılması öğrencilerin derse karşı motivasyonunu olumsuz yönde etkilemektedir. Öğrencilerin öğrenmeye karşı istekli olmaları için onların motive olmalarını sağlayan öğrenme etkinliklerine yer verilmesi büyük önem arz etmektedir. Oyunlaştırma, öğrencilerin motive olmalarını sağlayabilecek yöntemlerden biridir. Oyunlaştırma, oyun mekanik, dinamik ve bileşenlerinin oyun olmayan ortamlara aktarılması olarak ifade edilmektedir. Diğer taraftan, günümüzde bilgi ve iletişim teknolojileri insanlar tarafından yoğun olarak kullanılmaktadır. Özellikle Z kuşağı teknolojiyle iç içe olmasına rağmen dijital ortamdaki internet etik kurallarından, siber zorbalıktan, dijital tehlikelerden ve güvenlik sorunlarından habersizdir. Bu çalışma, bahsedilen sorunların çözümüne yönelik farkındalık oluşturması bakımından önem arz etmektedir. Bu araştırmanın amacı, ortaokul altıncı sınıf bilişim teknolojileri ve yazılım dersinde yer alan etik ve güvenlik ünitesinin oyunlaştırma temelli öğretiminin öğrencilerin akademik başarısı, tutumu, motivasyonu ve öğrenmede kalıcılığı üzerindeki etkisini incelemektir. Araştırma, 2022-2023 öğretim yılı bahar döneminde Kilis İl Milli Eğitim Müdürlüğü'ne bağlı bir ortaokulda 43 öğrenci ile gerçekleştirilmiştir. Bu araştırma nicel ve nitel araştırma yöntemlerinin bir arada kullanıldığı karma yöntem ile yürütülmüştür. Araştırmanın nicel boyutunda yarı deneysel desenlerden ön test son test kalıcılık testi kontrol grupsuz desen tercih edilirken nitel boyutunda görüşme tekniği kullanılmıştır. Veri toplama araçları olarak akademik başarı testi, tutum ve motivasyon ölçekleri, yarı yapılandırılmış görüşme formları ve oyunlaştırma temelli öğrenme ortamına ait sistem kayıtları kullanılmıştır. Oyunlaştırma temelli öğrenme ortamı; gelişim durumu (ilerleme göstergesi), puan, rozet, seviye, rütbe, avatar, deneyim puanı, liderlik panosu ve ödül gibi bileşenlerle zenginleştirilmiştir. Deneysel süreçte elde edilen nicel veriler SPSS 25.0 paket programı ile analiz edilmiştir. Öğrencilerin uygulama öncesi akademik başarı testi puanı X̄=16,14 iken, uygulama sonrası başarı testi puanı X̄=28,77, kalıcılık testi puanı ise X̄=28,62 olarak hesaplanmıştır. Akademik başarı testi için hesaplanan etki büyüklüğü değeri d=1.756'dır. Öğrencilerin uygulama öncesi tutum ölçeği puanı X̄=89,95 iken, uygulama sonrası tutum ölçeği puanı X̄=100,77, kalıcılık testi puanı ise X̄=99,88 olarak hesaplanmıştır. Tutum ölçeği için hesaplanan etki büyüklüğü değeri d=1.067'dir. Öğrencilerin uygulama öncesi motivasyon ölçeği puanı X̄=43,93 iken, uygulama sonrası motivasyon ölçeği puanı X̄=50,09, kalıcılık testi puanı ise X̄=49,47olarak hesaplanmıştır. Motivasyon ölçeği için hesaplanan etki büyüklüğü değeri d=0.961'dir. Nicel bulgulara göre öğrencilerin akademik başarı, tutum ve motivasyon ön test puanları ile son test puanları arasında anlamlı farklılık olduğu ortaya çıkmış, kalıcılık testinde de uygulamanın etkisinin devam ettiği görülmüştür. Ayrıca hesaplanan etki büyüklüğü değerleri, Cohen'in (1988) etki büyüklüğü sınıflamasına göre büyük düzeyde bir etki değerine karşılık gelmektedir. Yarı yapılandırılmış görüşmelerden elde edilen nitel veriler içerik analizi kullanılarak çözümlenmiştir. Nitel bulgulara göre oyunlaştırma temelli öğrenme ortamının öğrenci başarısını ve öğrenmeyi desteklediği, eğlenceli bir öğrenme imkanı sunduğu, derse yönelik motivasyonu olumlu yönde etkilediği, konuların içselleştirilmesini sağladığı ifade edilmiştir. Görüşmelerden elde edilen nitel bulgular nicel bulguları desteklemektedir. Araştırma sonuçlarından yola çıkarak oyunlaştırma temelli öğrenme ortamının öğrenciler ve öğretmen tarafından faydalı bulunduğu ifade edilmekte ve diğer dersler için de bu yöntemin kullanılması gerektiği önerilmektedir. Anahtar Kelimeler: Oyunlaştırma, Eğitimde Oyunlaştırma, Oyunlaştırılmış Öğrenme Ortamı, Etik ve Güvenlik, Bilişim Teknolojileri. The fact that learning processes are not interesting for students and that the subject content is conveyed to students without being concretized sufficiently negatively affects students' motivation towards the lesson. In order for students to be eager to learn, it is of great importance to include learning activities that motivate them. Gamification is one of the methods that can motivate students. Gamification is defined as the transfer of game mechanics, dynamics and components to non-game environments. On the other hand, information and communication technologies are used intensively by people today. Although especially Generation Z is intertwined with technology, they are unaware of internet ethics, cyberbullying, digital dangers and security problems in the digital environment. This study is important in terms of raising awareness for the solution of these problems. The aim of this study is to examine the effect of gamification-based teaching of the ethics and security unit in the sixth grade information technologies and software course on students' academic achievement, attitude, motivation and retention in learning. The research was conducted with 43 students in a secondary school affiliated to Kilis National Education Directorate in the spring semester of the 2022-2023 academic year. This research was conducted with a mixed method in which quantitative and qualitative research methods were used together. In the quantitative dimension of the study, a quasi-experimental pre-test post-test retention test without control group design was preferred, while the interview technique was used in the qualitative dimension. Academic achievement test, attitude and motivation scales, semi-structured interview forms and system records of gamification-based learning environment were used as data collection tools. The gamification-based learning environment was enriched with components such as progress (progress indicator), points, badges, levels, ranks, avatars, experience points, leaderboards and rewards. Quantitative data obtained in the experimental process were analyzed with SPSS 25.0 package program. While the academic achievement test score of the students before the application was X̄=16.14, the achievement test score after the application was X̄=28.77 and the retention test score was X̄=28.62. The effect size value calculated for the academic achievement test was d=1.756. While the attitude scale score of the students before the application was X̄=89.95, the attitude scale score after the application was X̄=100.77 and the retention test score was X̄=99.88. The effect size value calculated for the attitude scale was d=1.067. While the motivation scale score of the students before the application was X̄=43.93, the motivation scale score after the application was X̄=50.09 and the retention test score was X̄=49.47. The effect size value calculated for the motivation scale was d=0.961. According to the quantitative findings, there was a significant difference between the students' academic achievement, attitude and motivation pre-test scores and post-test scores, and it was seen that the effect of the application continued in the retention test. In addition, the calculated effect size values correspond to a large effect size according to Cohen's (1988) effect size classification. Qualitative data obtained from semi-structured interviews were analyzed using content analysis. According to the qualitative findings, it was stated that the gamification-based learning environment supported student achievement and learning, provided a fun learning opportunity, positively affected motivation towards the lesson, and enabled internalization of the subjects. The qualitative findings obtained from the interviews support the quantitative findings. Based on the results of the research, it is stated that the gamification-based learning environment is found useful by students and teachers and it is suggested that this method should be used for other courses. Key Words : Gamification, Gamification in Education, Gamified Learning Environment, Ethics and Security, Information Technologies.
... A meta-analysis on the effect of gamification on learning outcomes (Sailer & Homner, 2020) also concludes that gamification is effective, despite a high between-study variance and a lack of methodological rigour in their primary studies. Similar results, i.e., gamification being deemed (somewhat) effective can be found across different specific sectors, e.g., marketing (Conaway & Garay, 2014), education (Hallifax et al., 2019;Kiryakova et al., 2014) or health (Gentry et al., 2019;Johnson et al., 2016). Existing literature forms a positive consensus on the question of the effectiveness of gamification. ...
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Gamification is an emerging concept that is often used and cited for its known motivational and engagement qualities. Although gamification is studied and applied in a variety of fields, to our knowledge no overview exists in the field of transport and mobility. There is thus a need for a comprehensive understanding of the research conducted, the empirical evidence it yields and the type of research that could still be lacking. These findings could contribute to more effective and better-accepted transport interventions, whether they aim to improve safety, mobility or eco-friendliness. Our review provides an overview of the literature on gamification in relation to mobility and transport and offers suggestions for future research and interventions. A PRISMA-compliant systematic literature review was conducted on SCOPUS, Web of Science and Pubmed, resulting in 49 eligible papers. The results of the analysis of these papers indicated heterogeneity in multiple areas: objectives of the intervention (e.g., safe or eco-friendly driving), methodologies (i.e., different sample sizes, different experimental designs), types of experiments (e.g., questionnaires, simulation or fleet studies) and gamification processes (e.g., with leaderboards, rewards, narratives), but also and more importantly, in the observed empirical evidence. No consensus seems to have been reached on the effects of gamification nor on the underlying mechanisms in the field of transport. There is a lack of knowledge on the most effective ways to propose a gamified intervention in the field of mobility and transport, whether it aims to change behaviours or attitudes. Further research should rely more on specific theoretical frameworks to justify their approach and assess the effect of gamification more methodologically and empirically in order to build applicable and reliable knowledge. The acquired knowledge could increase road safety or help nudge people towards more eco-friendly modes of transport.
... In traditional learning, games like sports, role plays etc were done which improved the motivation of student to come to class and participate in other academic activities. Similarly, when activities in the LMS are integrated with game mechanics it gives rise to a feeling of engagement, participation, motivation, success or win [30]. ...
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Gamification has been seen as one of the methods for increasing engagement in various scenarios-marketing, customer and student engagement, product and workplace. It is seen when game elements are used in non-game context leads improvement in engagement and motivation. In the educational context, gamification is expected to improve motivation and engagement of student during course of learning thereby increasing student learning and academic performance. With prevalence of online learning, the need of engaging and keeping the student's motivated has become even more important. This paper thus reviews the ways in which gamification can be used for increasing motivation and engagement of learners. This paper also explores the role of Learning Management System (LMS) and Learning Analytics (LA) to track the performance of learners in gamified courses. This paper proposes a framework using gamification and learning analytics. This framework will help stakeholders to apply analytics to data generated from educational gamification for improving engagement and motivation, thereby improving teaching and learning process as well as enhancing student learning.
... Instead of penalties or retributions, they apply positive reinforcements. Instant and positive feedback appears to be essential for the users to feel motivated, engaged, supported (Kiryakova et al., 2014) and experience a sense of success during the activity. It is also important to incorporate selfassessment and self-reflection components in the system, which may increase the sense of autonomy in and responsibility for the activity (Juhász, 2020). ...
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Survey methodology literature thoroughly discusses interviewer effects, which may affect coverage error, response rate, measurement error as well as paradata. Interviewer traits, such as positive attitude, optimism and self-confidence were found to increase respondent cooperation. To improve these, issues of high administrative burden of field interviewers, high risk of burnout and high fluctuation rates of interviewers has to be addressed at the Hungarian Central Statistical Office. Funded by the LFS 2024 module grant, our early stage project focuses on developing a dedicated smartphone application for fieldwork-related tasks in the Labour Force Survey (excluding questionnaire administration). It is expected to improve fieldwork quality and enable real-time monitoring and timely interventions. Three main modules will be available for interviewers. The first will include fieldwork assistance components, such as smart case management, visit/call planner, route planning, intuitive nonresponse administration, case-specific notebook, visit history, etc. in order to reduce interviewer burden and optimise performance. The second module will be a contact and assistance centre: live chat with supervisors, interviewer forum, technical assistance surface, panic button, etc. for prompt feedback and support. The third will be a complex education and motivation module: it will create a gamified environment for the entire fieldwork experience (except questionnaire administration), including an education refresher component to keep interviewers’ knowledge up to date. The gamified environment will give interviewers feedback, rewards and positive reinforcements to provide a better overall experience and increase motivation and attitudes. Gamified tasks and challenges may also facilitate better fieldwork in neighbourhoods where interviewer performance is usually less efficient, such as the fringes of settlements, very high/very low status areas, etc. Apart from these, additional benefits over similar systems on larger devices are the ease of use and inconspicuousness. In contrast with having to handle a tablet or laptop in open space, using a phone on the street can go virtually unnoticeable. Interviewers can thus “keep a low profile” and are less likely to encounter adverse reactions from locals, especially in less safe areas. For fieldwork supervision, monitoring and management, the application provides more granular data on what happens in the field, opportunity for more efficient supervision and targeted interventions or development of tailored visit protocols to assist interviewers. Major phases of the project: 1. Needs assessment: individual and group consultations with interviewers and supervisors (currently ongoing). 2. Detailed specification of functions and development of a beta application. 3. 1st round live fieldwork test, followed by feedback consultations with interviewers and supervisors. 4. Application updates, bug fixes, etc. 5. 2nd round live fieldwork test. 6. Analysis of the results, reporting. A brief overview of the project and planned application components will be presented at the workshop, together with the results of the needs assessment phase. Given the early stage, we would appreciate attendants’ feedback and possible experiences with such endeavours, e.g. gamification in interviewer training and fieldwork, especially in the Labour Force Survey. Best practices of and unexpected results in interviewer motivation schemes for staff retention and to prevent burnout, with a particular focus on novel solutions would also be useful.
... In 2019 the global population spent around 3.32 billion for playing video games (Cabeza-Ramírez et al., 2021). Research has shown that gamification has been used in business (Gears and Braun, 2013;Wünderlich et al., 2020), health (Johnson et al., 2016), and education (Kiryakova et al., 2014;Majuri and Hamari, 2018;Hakak et al., 2019;Luo, 2023). The application of gamification in education enhances the learning outcomes, motivations, and engagement of students in the learning process (Tan and Hew, 2016). ...
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Learning the Arabic language through gamified methods is beneficial, particularly for beginners. Gamification provides an enjoyable and challenging experience for the learners, motivating them to become committed and participate in the classroom activity. The students develop a more competitive spirit and anticipate their chances of achieving high scores for each game level and ranking high against fellow learners. Game elements such as feedback and audio pronunciations assist in user engagement with the teacher and other learners. This systematic literature review critically synthesizes past literature to create an understanding of the application and effectiveness of gamified learning strategies for Arabic language learning. PRISMA technique was used to conduct a systematic review, and after final scrutiny, 15 articles were shortlisted for review. The findings suggested that gamification improves learner motivation, engagement, and achievement in mastery of Arabic vocabulary and grammar among non-native speakers. The degree of motivation is influenced by the teacher’s perception, attitude, enthusiasm, and commitment to gamified learning strategies. The findings of this systematic review can help language instructing institutions to emphasize gamification to enhance the motivation of learners and increase their learning abilities. Moreover, it can be helpful for instructors of the Arabic language, and they can realize the importance of gamification in teaching Arabic to non-native speakers.
... The "Tsunami Evacuation Training Application" has gamification features. According to Kapp, gamification is defined as "using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems" [26], and the point of gamification is to integrate game elements and game thinking into activities that are not games [27]. In our "Tsunami Evacuation Training Application", we introduced a stamp-rally function. ...
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Despite evacuation on foot being recommended by authorities, evacuation in practice is assumed to include evacuation on foot and evacuation by car, as a certain amount of evacuation by car is to be expected. We developed a tsunami evacuation training application operating on smartphones and tablets, and a tsunami evacuation training simulator to evaluate the effect of this application. We then conducted an experiment in Nishio City to evaluate the application. We found that the subjects were able to quickly grasp the attention targets that were present near them but had difficulty grasping attention targets that were far away. This suggests that participants need to be trained repeatedly on distant objects of attention to be able to locate them instantaneously.
Chapter
This chapter explores the design of mixed reality frameworks for learning and teaching at Griffith University, Gold Coast, Australia. Discipline areas from Pharmacy and Design have developed a series of experiential learning scenarios that help build rich frameworks in which to learn, teach and assess, using and testing multiple strategies in the process. Essential to teaching methods is the implementation of learning objectives as moderated by strategies of play-based learning. The learning scenarios range from developing mobile applications to impact upon spatial reasoning beyond the device frame, designing transformative experiences through student led content authoring of augmented game content, to immersion in a virtual pharmacy with access to augmented content through head mounted displays. Increased engagement is a key objective of the gamified learning experience, and our experiments seek to investigate the boundaries between educational theories as applied to mixed reality environments through active learning and inquiry-based instruction. Our findings demonstrate that play, through the use of mixed reality technologies, can benefit and prolong student engagement, but importantly that the student can have ownership of the experience. The technological frameworks are not just seen to have novelty but are effective tools for deeper and lasting levels of engagement.
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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.
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Gamification -What is it and What it is in Moodle
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