22,914 results on '"GAMIFICATION"'
Search Results
52. Gamified Educational Robots Lead an Increase in Motivation and Creativity in STEM Education
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Chen, Tan-I, Lin, Shih-Kai, and Chung, Hung-Chang
- Abstract
The combination of education and robots is becoming an increasingly important issue. Although researchers have conducted some studies on educational robotics in STEM education at the undergraduate level, no research examined the effects of gamified educational robotics on participants' motivation and creativity. Therefore, this study examines the effects of gamified educational robots on participants' learning motivation and creativity in STEM. A quasi-experimental research design was used in this study. A total of 108 students from two classes enrolled in the information technology course were involved as participants. Learning motivation and creativity scales were used to collect data. The participants were introduced to a gamified educational robot as the course objective, learning content, and game mechanism to increase motivation and help students solve problems. In contrast, students in the control group received conventional instruction consisting of group discussions and lectures. Activities in both groups were held for eighteen weeks in three phases. The results showed that gamified educational robots could enhance learning motivation and positively influence learners' creativity. The results also indicate that learning motivation has significant effects on creativity, and students with high motivation perform better in terms of creativity. The results strengthen interdisciplinary STEM teaching and promote students' learning outcomes.
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- 2023
53. Gamification Pedagogy: A Motivational Approach to Student-Centric Course Design in Higher Education
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Gironella, Fiona
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This article explores the praxis of gamification pedagogy and post-secondary course design. The literature on gamified design theory and current research on its application as a pedagogy are explored. A student-centric, motivationally based gamification design model is proposed, operationalized, implemented, evaluated, and reiterated. The design process, application strategies and challenges, and resulting qualitative outcomes over a two-year implementation period of the re-designed gamified course are detailed. Student evaluations rated both the overlaid gamified structural design and the integrated course mechanics as highly motivating and contributing significantly to their success and positive learning experience. The gamified course design was able to resolve historical challenges for the identified course and increased student engagement. Gamification pedagogy proved uniquely effective for two sub-groups of students, those struggling with anxiety and second language learners. This innovative pedagogy effectively leveraged students' unique intrinsic and extrinsic motivators to create an empowering, supportive, and highly effective learning framework.
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- 2023
54. Collaborative Creativity among Undergraduate Students as Game Creators during Gamification in a University-Wide Elective Course
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Lee, Julia, Lim, Ruxin, Mohamad, Fitri S., Chan, Kim Geok, and Mas'ud, Faizah
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Collaborative creativity is an essential skill for unleashing university students' skills in team building during complex problem-solving. The aim of this descriptive quantitative research was to examine undergraduate students' perspectives regarding their collaborative creativity experience as game creators for a gamification group assignment within a university-wide elective course on learning disabilities. The Assessment Scale of Creative Collaboration (ASCC) questionnaire was completed by 14 students. The results provide insightful perspectives by undergraduate students regarding their experience in collaborative creativity during game creation. The findings from the closed-ended questions of the ASCC demonstrate that most of the students valued the diversity of knowledge and skills of their team members, shared different ideas, adapted their ideas and practices according to the project difficulties, trusted their team members, co-constructed the game together, overcame conflicts in positive ways, developed multiple versions of their game, and coordinated well for their team project. Data from the open-ended questions of the ASCC, which provided detailed but nuanced perspectives of the students, were analysed thematically. Three main themes were identified: the positive aspects of gamification, the constraints related to the gamification project, and teamwork and collaborative problem-solving approaches. This study provides evidence on the feasibility of game creation that is embedded within gamification group projects for fostering collaborative creativity among undergraduate students. Gamification has the potential in supporting the acquisition of 21st century learning and innovation skills in higher education. Implications of the application of gamification in higher education are discussed.
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- 2023
55. The Story of the Hatter and the Agile Methods Course: Gamification and Game Thinking in Education
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Hellberg, Ann-Sofie
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This is the story of a course in higher education that, over a period of ten years, went from being one of the most popular courses, among both students and teachers, to becoming one of the more problematic. Students and teachers felt that the course had many problems that needed to be addressed. For the course round of 2022, the decision was taken to redesign the course using gamification. Research on gamification in education is widespread and many have studied its effectiveness, with varying results. Most of the existing studies have a narrow view of gamification, which both limits its potential and is a risk for counterproductivity. Gamification in education requires careful planning and a game-thinking approach to the design of the learning environment. In this paper, I show how this can be done and what the outcomes may be. In the work, I draw upon motivation theory and gamification literature. Empirical insights are gained through analysing the course over the years and the outcome of the redesign. In this analysis, I make use of course evaluations, the results of a Kahoot quiz and student feedback. The contribution to research and practice is to show how courses can be redesigned into a gamified design that is good for both the students and the teachers.
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- 2023
56. Gamified Lesson Plan Development with ELT Pre-Service Teachers: A Gamified Google Classroom Experience
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Güzel, Serhat
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With the advances in understanding contemporary instruction and the emphasis on online learning, alternative ways to keep instruction functional are sought constantly. Gamified environments are among the most widespread techniques used to enrich online instructional experiences due to motivation and engagement dimensions. In this context, the research aimed to investigate the experiences of pre-service English teachers in a gamified process. The study, which employed a mixed-method research design to collect data, included thirty-six pre-service English teachers who participated in an online gamified module created on Google Classroom. Participants were asked to complete a series of tasks and design a gamified lesson plan in the context of teaching English as a Foreign Language (EFL) as the final assignment of the module. Upon completion of the module, participants were administered an experience survey comprising scales and semi-structured interview questions. As a result, it was found that a great majority of the participants regarded this gamified experience as something entirely new and an enjoyable prospect. It was noted that such opportunities would improve their future professional lives since gamified content could increase motivation and engagement and serve as a great language learning tool for language classrooms.
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- 2023
57. Designing Gamification for Case and Project-Based Online Learning: A Study in Higher Education
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Suartama, I. Kadek, Simamora, Alexander Hamonangan, Susiani, Ketut, Suranata, Kadek, Yunus, Muhammad, and Tisna MS, Gede Doddy
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The emergence of online learning has become important during the COVID -19 pandemic due to the advent of internet technology. The unpreparedness of planning and implementing online learning has caused many problems during the pandemic such as limited or monotonous academic materials as well as difficulty in organizing activities and student involvement. Online learning is also more stressful because students are stuck in private academic processes in the absence of challenging and fun activities leading to knowledge development difficulties. Therefore, this study aims to develop and analyze the feasibility of a gamification model for case and project-based online learning in universities. This analysis used the research and development (R&D) method with the experimental procedure containing model development as well as product validation and testing. In the validation process, two learning design and media experts as well as 76 students participated with a descriptive statistical analysis used to analyze the data. The results of the learning design experts' assessment showed a score of 4.35, learning media experts' assessment showed a score of 4.90 and the average score of the students' assessment was 4.33. Based on the results, the developed learning model was feasible to use in university academic processes.
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- 2023
58. A Systematic Mapping Study on Gamification Applications for Undergraduate Cybersecurity Education
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Weitl-Harms, Sherri, Spanier, Adam, Hastings, John, and Rokusek, Matthew
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Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework. Cyber Security Operations (CSO) education is no exception. CSO education traditionally requires comprehension of complex concepts requiring a high level of technical and abstract thinking. By properly applying gamification to complex CSO concepts, engagement in students should see an increase. While an increase is expected, no comprehensive study of CSO gamification applications (GA) has yet been undertaken to fully synthesize the use and outcomes of existing implementations. To better understand and explore gamification in CSO education, a deeper analysis of current gamification applications is needed. This research outlines and conducts a methodical, comprehensive literature review using the Systematic Mapping Study process to identify implemented and evaluated GAs in undergraduate CSO education. This research serves as both a comprehensive repository and synthesis of existing GAs in cybersecurity, and as a starting point for further CSO GA research. With such a review, future studies can be undertaken to better understand CSO GAs. A total of 74 papers were discovered which evaluated GAs undergraduate CSO education, through literature published between 2007 and June 2022. Some publications discussed multiple GAs, resulting in a total of 80 undergraduate CSO GAs listing at https://bit.ly/3S260GS. The study outlines each GA identified and provides a short overview of each GA. It also provides a summary of engagement-level characteristics currently exhibited in existing CSO education GAs and discusses common themes and findings discovered in the course of the study.
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- 2023
59. Compete to Learn: Toward Cybersecurity as a Sport
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OConnor, T. J., Brown, Dane, Jackson, Jasmine, Payne, Bryson, and Schmeelk, Suzanna
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To support the workforce gap of skilled cybersecurity professionals, gamified pedagogical approaches for teaching cybersecurity have exponentially grown over the last two decades. During this same period, e-sports developed into a multi-billion dollar industry and became a staple on college campuses. In this work, we explore the opportunity to integrate e-sports and gamified cybersecurity approaches into the inaugural US Cyber Games Team. During this tenure, we learned many lessons about recruiting, assessing, and training cybersecurity teams. We share our approach, materials, and lessons learned to serve as a model for fielding amateur cybersecurity teams for future competition.
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- 2023
60. Trends and Gaps in Empirical Research on Gamification in Science Education: A Systematic Review of the Literature
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Alahmari, Muteeb, Jdaitawi, Malek Turki, Rasheed, Abeer, Abduljawad, Rania, Hussein, Elham, Alzahrani, Mohammad, and Awad, Noha
- Abstract
Digital technology development has led to the creation of various learning options in the science education field. Technology such as gamification has been used in several science areas, uncovering diverse benefits regarding its usage. However, more research is needed to understand how gamification enhances students learning in science fields. Therefore, this study review presented an overview of gamification usage in the science education field literature and focused on research indexed in several international databases. 31 studies were included for review. The results showed that most of the studies presented positive outcomes as gamification proved to be effective with science education students. The study also indicated that most gamification studies were mostly used to enhance students' learning skills in science education. The results of this study provide valuable data regarding technology techniques to enhance students' skills in science education. Further research is needed to cover areas that are not widely investigated in gamification literature.
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- 2023
61. Exploring the Impact of Gamification on Skill Development in Special Education: A Systematic Review
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Hussein, Elham, Kan'an, Ashraf, Rasheed, Abeer, Alrashed, Yousef, Jdaitawi, Malek, Abas, Ahm, Mabrouk, Sherin, and Abdelmoneim, Mona
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Special education settings have experienced technological innovation that have advanced the development of various skills. Gamification is increasingly used to enhance the skills of individuals with special needs. There have been some studies and limited systematic reviews of gamification in general and special needs settings in particular, however, gamification design applied to special needs lacks a comprehensive systematic review. This article conducts a Literature review of gamification in special needs settings to investigate the effect of gamification in special needs as well as to identify gamification domains, groups and trends for individuals with special needs. Valuable data has been highlighted concerning the technology techniques used in enhancing the skills of individuals with a disability. However, further studies are still needed to examine areas, where research is lacking in the gamification field. The preferred reporting items for literature reviews and meta-analysis PRISMA standard was adopted for inclusion and exclusion criteria' in this study such as including, eligibility, screening, dentification, and inclusion and exclusion steps. The results revealed that gamification design facilitates the development of various skills among individuals with special needs. Additionally, gamification design was mostly used to enhance the learning skills of individuals with a disability.
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- 2023
62. Plickers to Support Similarities Learning: An Experience on 7th Grade Portuguese Basic Education
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Nunes, Paula Sofia, Catarino, Paula, Martins, Paulo, and Nascimento, Maria Manuel
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There are several educational software (ES) used in the classroom environment for the teaching and learning of geometric contents that are part of the Portuguese basic education mathematics program. There are studies that show that the use of this type of artifact has a fundamental role in the behavior of students, raising, among other aspects, a greater motivation for learning mathematics. The aim of this work is to explore and describe implications for the behavior and learning of students in the 7th grade of Portuguese basic education, in face of a pedagogical practice that involves carrying out tasks using ES Plickers, in the theme similarities of the domain geometry and measurement, throughout intervention carried out. The adopted methodology presents characteristics of a quasi-experimental study. The participants were 61 students from three classes of a school in the north of Portugal, followed during eight consecutive classes. A set of tasks using Plickers, tests and a questionnaire survey were used as instruments for data collection. The results point to positive increments, at a behavioral level, as well as in the evolution of learning, in view of the use of this methodology in the classroom.
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- 2023
63. A Study on Educational Software Development through Gamification in Guitar Education
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Aras, Tuncay and Can, Ajda Aylin
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This study aims to develop educational software for the instrument (guitar) training course through gamification. The study was carried out by basing on the design and development research method and the processes included in the analysis, design, development, implementation, and evaluation phases of the method are considered as the sub-problems of the study. In each phase, interview techniques were used and the participants were determined according to the requirements of the phases. The results reveal that students find the education with traditional methods in instrument education boring and therefore their motivation is low. As a result of the studies carried out to offer solutions to the existing problems related to motivation in instrument (guitar) education, a mobile application called Gitarist was developed and the application was revealed as a product. In the implementation phase, it was concluded that the application developed through gamification techniques had motivation-enhancing effects on students. In line with the results, some suggestions were made for technology-supported studies to be carried out in the future.
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- 2023
64. EFL Secondary Education Teachers' Perceptions toward Using Online Student Response Systems
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Cancino, Marco and Ibarra, Paloma
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This mixed-methods study explored 30 EFL teachers' perceptions of online student response systems (OSRSs) in emergency remote teaching settings. Data were collected using a survey addressing components related to the acceptance and use of OSRSs and semi-structured interviews. Survey findings revealed that OSRS components are regarded as helpful and engaging by EFL teachers. At the same time, interview data identified drivers (ease of use, increased student engagement, and immediate feedback) and obstacles (internet connection issues, lack of training, and distractive elements) concerning OSRS use. Pedagogical implications refer to the need for EFL teachers to receive proper training before using OSRSs and the benefits of accepting the gamified aspects of OSRSs as a significant feature that can support learning.
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- 2023
65. The Effect of Gamified Adaptive Intelligent Tutoring System Artibos on Problem-Solving Skills
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Çetin, Ismail, Erumit, Ali Kürsat, Nabiyev, Vasif, Karal, Hasan, Kosa, Temel, and Kokoc, Mehmet
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This study aims to examine the contribution of ArtiBos, which is designed as a Gamified Adaptive Intelligent Tutoring System for students' problem-solving skills. In the study, first of all, the system's design features to improve problem-solving skills were examined, and then the effect of the system on problem-solving skills was evaluated. The study was carried out with 12 students studying in the ninth class of a High School in Türkiye and 6 mathematics teachers with different experiences working in the same school. A case study, one of the qualitative research methods were applied in this study through which ArtiBos system logs, student interviews, and teacher interviews were evaluated. Data pertaining to the number of solved problems, the number of problems created, the number of problems solved correctly, the duration of being online in the system, the rate of correct problem-solving, and the average solving time were examined to evaluate system logs. Interview questions have been prepared so that the contribution of system features to problem-solving skills can be evaluated. The data from the interview were analyzed and some codes for problem-solving skills were created. And then, sub-themes were created by combining the codes. The results show that ArtiBos affects students' problem-solving skills positively.
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- 2023
66. A Second Experimental Study the Application of a Teaching Plan for the Algorithms Subject in an Undergraduate Course in Computing Using Active Methodologies
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Garcia, Fabrício Wickey da Silva, Oliveira, Sandro Ronaldo Bezerra, and Carvalho, Elielton da Costa
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The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties and absorb the contents and skills required. Thus, this work aims to present and discuss the results of a second experiment on the application of a teaching plan composed of several active methodologies (Virtual Learning Environments, Coding Dojo, Gamification, Problem-Based Learning, Flipped Classroom and Serious Games) in an algorithms subject. Based on this experiment, it was evaluated whether there were learning gains compared to the learning acquired with the traditional method. Finally, an analysis was performed using the two-tailed Student-t approach, used for independent samples, which presented statistically significant results.
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- 2023
67. Professors' Perception of the Use of Digital Skills and Gamification in a Peruvian University
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Núñez-Pacheco, Rosa, Barreda-Parra, Aymé, Castro-Gutierrez, Eveling, Turpo-Gebera, Osbaldo, and Aguaded, Ignacio
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The COVID-19 pandemic has produced profound changes in higher education, with the replacement of face-to-face instruction with distance or remote education, which involves the management of digital skills by teachers and students. The purpose of this research is to analyze the perception of professors with regard to digital skills and the use of gamified strategies in the teaching-learning process in a virtual context. A questionnaire was sent to 81 professors in different areas of knowledge at a Peruvian public university during the first academic semester of 2020. A strong correlation (r[greater than or equal to]0.700, p=0.01) was found between the use of ICT and gamification as a resource for teaching-learning, and a moderate correlation between the knowledge of digital competences and the possibilities of application as part of the instructional strategies. From the results obtained, it is clear that the participants have a positive perception of digital skills and gamified strategies, regardless of academic degree or area of knowledge. This could provide support for the update of those proposals targeting professors in order to improve their digital skills.
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- 2023
68. Serious Video Games in Engineering Education: A Scoping Review
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Núñez-Pacheco, Rosa, Espinoza-Montoya, Claudia, Yucra-Quispe, Liz-Marjorie, Turpo-Gebera, Osbaldo, and Aguaded, Ignacio
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Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to investigate the use of serious video games in engineering education. A scoping review was carried out on serious video games that were used or designed for this purpose. The search was done in the Scopus and Web of Science databases between 2016 and 2021. The main results show that there is a strong inclination towards serious simulation video games, and they have a good degree of educational acceptance among engineering students.
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- 2023
69. Social Networks and Gamification in Physical Education: A Case Study
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Montiel-Ruiz, Francisco José, Sánchez-Vera, María-del-Mar, and Solano-Fernández, Isabel M.
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Recent research and studies on training plans in physical education agree on the need to incorporate digital technologies in teaching contexts. At the same time, the introduction of active methodologies, such as gamification, has become one of the major trends of recent years. In this paper we present the perception of teachers and students about a gamified proposal for physical education in secondary education that uses social networks as a way for communication, collaboration, and promotion of physical activity among students. "Edmodo" has been used to carry out this experience because, as a vertical social network, it has an attractive interface for students and protects their privacy by not requiring any personal data. This is a qualitative research, with a case study methodological design, which has used the focus group and group interview as data collection techniques. The sample consisted of 10 teachers, which represents all the teachers participating in the experience, and 56 students. The results show the positive assessment, both by teachers and students, of the "Edmodo" social network as a virtual teaching-learning environment for physical education in secondary education, and gamification as an active methodology. Likewise, the influence that the proposal, based on the use of digital technologies and gamification, has had on the promotion of physical activity among pupils has been high.
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- 2023
70. Effects of Gamification on Active and Reflective Learners' Engagement and Cognitive Load
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Topu, Fatma Burcu
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This study aimed to investigate the effects of gamification on active and reflective learners' engagement and cognitive load. It also compared both groups' experiences in a 10-week gamification process. It employed triangulation, one of the mixed research designs in this study. Participants consisted of 70 undergraduate students (45 active, 25 reflective learners). According to the results, both active and reflective learners had a high rate of behavioral, emotional, and cognitive engagements in gamification and low cognitive load. There was no significant difference between the groups' engagement and cognitive load. It was determined that the Challenge and Competition, Engagement in Group Tasks and In-Class Activities, Leaderboard, and Reward System were common themes regarding the pros and cons of the gamification process. The "Challenge and Competition" theme had the highest frequency in terms of the pros of the gamification process, whereas the "Engagement in Group Tasks and In-Class Activities" theme had the highest cons. Although common themes related to the pros and cons of gamification were available, similarities and differences were determined by active and reflective learners' opinions on various codes in themes. Consequently, characteristic features affected the reaction toward gamification elements and processes.
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- 2023
71. Effects of Cognitive Load Level on Students' Attitude towards the Gamified Course
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Topu, Fatma Burcu
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The aim of this study was to examine the effects of cognitive load level on students' attitude towards the gamified course. It was also found out the students' views regarding the 14-week gamified course. Participants consisted of 66 undergraduate students. 40 of them had low cognitive load level and 26 of them had high cognitive load level. According to the results, gamification enabled students to have a positive attitude towards the course, even though they had different cognitive load levels. Furthermore, it was determined a negative and medium significant correlation between the cognitive load and attitude of students with low cognitive load. The gamified course had a positive effect on the "Valuing" and "Positive Effects" sub-dimensions of the attitude in favor of students with low cognitive load. The positive views of many students in qualitative findings strengthened these results. While the gamified course had a negative effect on the "Resisting" sub-dimension in favor of students with high cognitive load, it did not have any significant effect on the "Cost Belief" sub-dimension. A few negative views of students in qualitative findings supported the items in these dimensions of attitude scale. Consequently, this study will strengthen the few studies examining both cognitive and affective effects of a gamified course on students. However, further studies need to confirm these results. For this reason, it is recommended to carry out such studies that reveal all the situations which can affect the attitude in the gamified course in order to achieve positive outcomes of students with different cognitive load levels.
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- 2023
72. Kahoot, Quizizz, and Quizalize in the English Class and Their Impact on Motivation
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España-Delgado, José Antonio
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The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons. The study seeks to explore the students' perceptions regarding the implementation of some game-based learning platforms (Kahoot, Quizizz, and Quizalize) during their EFL virtual classes and to determine the impact of these platforms on students' motivation toward language learning. A convergent parallel design was implemented to gather quantitative and qualitative data from the twenty-seven participants of the study simultaneously. A four-point Likert scale questionnaire and a focus group were the instruments employed to collect this statistical and descriptive information. The results show that the students perceived Kahoot, Quizizz, and Quizalize as useful, entertaining, fun, and engaging tools. As a conclusion, the enjoyment factor of these tools increases learner motivation and level of attainment.
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- 2023
73. Gamification in Education: A Citation Network Analysis Using CitNetExplorer
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Chugh, Ritesh and Turnbull, Darren
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Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not without its opponents, with many educators concerned about the negative impacts of game use on effective learning. This study enhances our understanding of contemporary practices related to the areas, usage and characteristics of gamification in education. It is of particular relevance to educational institutions with a focus on developing innovative teaching methods and curricula that utilize gamification techniques in a multi-disciplinary, cross-national context across all stages of formal learning. Through the use of bibliometric analysis techniques, our study of the citation relations of 3,617 publications identified ten prominent themes dominated by gamification: mobile gaming, physical education, health and medicine, business, learning performance, programming and computing, English language, teacher adoption, primary & secondary education, and mathematics. Clear evidence of increased student motivation to learn and improved course results were evident in the examined literature. This study will benefit serious game designers, educators, and educational institutions to develop more inclusive and engaging pedagogies that exploit the ubiquitous availability of gaming technologies for inclusion in more traditional course delivery methods.
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- 2023
74. The Impact of Gamified Learning Using Quizizz on ESL Learners' Grammar Achievement
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Pham, Anh Tuan
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This study aims to examine the impact of gamified learning using Quizizz on English as a second language (ESL) learners' grammar achievement. The pre-/post-test control group design was applied to research 63 English-majored freshmen. 20 multiple-choice quizzes were designed based on grammar points included in the basic grammar course over a 10-week intervention period. There were 33 students from the experimental group doing the quizzes on Quizizz, while 30 participants from the control group did the same quizzes on paper. The findings indicate that although students from the two groups both improved their marks on the post-test compared to the pre-test, students from the treatment group got significantly higher scores than those from the control group on the achievement test. However, educators are supported to consider using this gamified learning platform as a supportive tool besides choosing the appropriate instructional content to optimize the quality of their teaching.
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- 2023
75. Personalized Feedback in a Virtual Learning Environment
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Carby, Nateil
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The immediate shift to virtual instruction during the spring of 2020 forced educators worldwide to quickly adopt distance learning philosophies, technologies, and pedagogies. This lean adoption of virtual learning tools saw an unprecedented number of educators embrace new modalities of providing feedback to students. This paper explores those modalities and recommends that supervisors help educators situate personalized student feedback within the context of self-determination theory to ensure students' needs for competence, autonomy, and relatedness are not abandoned in a virtual learning environment characterized by isolation and loneliness.
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- 2023
76. Analysis of the Effectiveness of Using Kahoot! In University Degrees in Building Engineering
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Bienvenido-Huertas, David, Rubio-Bellido, Carlos, and León-Muñoz, Miguel Ángel
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Gamification is increasingly used for better content assimilation. However, it is hardly used in theoretical and technical courses related to building and architecture. This study focuses on assessing the use of gamification with Kahoot! to arouse students' interest and to ease content assimilation. Experimentation was undertaken during the 2020/2021 and 2021/2022 academic years. All students enrolled in the course participated in experimentation: 67 and 65 students, respectively. Gamification sessions took place in the middle and at the end of each academic year (the week before partial exams). Students were also surveyed to assess their degree of satisfaction with gamification sessions. The results showed that gamification dynamics improved students' performance in exams, obtaining a lower percentage of failures and increasing higher marks. Cluster analysis results also showed that students' performance in Kahoot! is not a clear indicative of their performance in exams, so it is useful as a self-assessment tool. Moreover, most students positively assessed gamification sessions for better content assimilation. This study stresses the implementation potential of Kahoot! in teaching dynamics in university degrees in architecture and building engineering.
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- 2023
77. Effectiveness of Gamification on the Community of Inquiry Development in Online Project-Based Programming Courses Conducted on Facebook
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Kiliç, Servet
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This study aims to explore how gamification elements influence the development of the Community of Inquiry (CoI) in an online project-based programming course conducted on Facebook. We formed student groups by using a quasi-experimental design from students studying in the computer science department. While both courses were project-based, the experimental group's project development process was enriched with gamification elements. We collected data from the CoI survey, transcript analysis of online discussions, and interviews with students. The results indicated that the use of gamification elements contributed significantly to students' social, cognitive, and teaching presence development. Besides, while a high level of CoI perception was created in both groups in the online project-based learning environment, the design and organization role of the instructor came to the fore in the gamified environment more.
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- 2023
78. Gamification: Game as a Medium for Learning Chemistry to Motivate and Increase Retention of Students' Learning Outcomes
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Lutfi, Achmad, Aftinia, Fitria, and Permani, Bintari Eka
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This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from the game assessment by the validator. Practicality is obtained from the questionnaire responses of students and observations of students' activities while using the game. The effectiveness is obtained from the learning outcomes of students, the results of students' learning motivation questionnaires, and student retention. Based on the results of the research, the game developed is named "Hydrocarbons Chem-Rush" is declared appropriate as a learning medium on hydrocarbon material. It has better learning outcomes than the control group, students are more motivated to continue playing and learning, students are active during learning, and it can make power of student retention very good.
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- 2023
79. The Project-Based Learning Model Using Gamification to Enhance 21st Century Learners in Thailand
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Wanglang, Chotika and Chatwattana, Pinanta
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This research are develop the project-based learning model using gamification which can be used as a guideline to develop the project-based learning system using gamification to enhance 21st century learners through the six steps of project-based learning process and instruction activities using gamification; thereby, users can interact and exchange knowledge with one another through the social network, encouraging them to have creative thinking skills, which is needed for 21st century learners. The objectives of this research are (1) to study and synthesise the conceptual framework of the project-based learning model using gamification to enhance 21st century learners, (2) to develop the project-based learning model using gamification to enhance 21st century learners, and (3) to study the results after using the project-based learning model using gamification to enhance 21st century learners. The participants in this research include seven experts from various institutions, all of whom are specialised in design and development of instruction models and instruction systems. The research tools consist of (1) the project-based learning model using gamification to enhance 21st century learners, and (2) the evaluation form on the suitability of the project-based learning model using gamification to enhance 21st century learners. According to the results, which are in line with the expectation of the researchers, it is found that (1) the overall suitability of the development of the project-based learning model using gamification to enhance 21st century learners (overall elements) is at a very high level, and (2) the overall suitability of the development of the project-based learning model using gamification to enhance 21st century learners is at a very high level.
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- 2023
80. Technologies for Education: From Gamification to AI-Enabled Learning
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Nguwi, Yok Yen
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The landscape of teaching in higher education is dynamic and driven by the interplay among educators, students and curriculum. Educators play the primary role in presenting curriculum for students to absorb and leading classroom discussions. The onus of teaching is on educators who come with different pedagogical beliefs, teaching styles and prior experiences. The effectiveness of teaching is often determined by the teaching quality of individual instructors. This paper presents an overview of technologies which can help with improving teaching effectiveness. The adoption of technologies ensures consistency in delivery of curriculum and delegates some of the educator's role to technology in exchange for greater engagement and involvement from students.
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- 2023
81. Use of Gamification in English Learning in Higher Education: A Systematic Review
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Laura-De La Cruz, Kevin Mario, Noa-Copaja, Stefany Juliana, Turpo-Gebera, Osbaldo, Montesinos-Valencia, Cecilia Claudia, Bazán-Velasquez, Silvia Milagritos, and Pérez-Postigo, Gerber Sergio
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Digital gamification is a dynamic technique for enhancing English learning and closing the barrier across student learning and pedagogical praxis. The review offers a summary of gamification in digital English learning environments. In addition, this review investigates the learning experiences and outcomes of foreign language students using gamification. For this study, 18 articles published between 2014 and March 2021 were analyzed to highlight the key characteristics of this research topic. Studies have demonstrated the positive effects of gamification on English as a Foreign Language Educational Experiences from University Learners. In gamified English learning environments, pleasantness, attractiveness, motivation, and enjoyment were all desirable qualities. Gamification's intended learning goals were language content learning, involvement, motivation, and satisfaction. This study's findings include recommendations for the design of digital gamification for the English learning of students, as well as their perspectives and corresponding learning achievements.
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- 2023
82. The Impact of Gamification on Secondary School Students' Grammar Proficiency
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Koç, Gözde and Sütçü, Selim Soner
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The aim of this study is to investigate the academic achievement of 6th grade students in grammar course gamified with an online tool and their opinions regarding the application. The study employed quasi-experimental design and a semi-structured interview was utilised to obtain the qualitative data. The application lasted for 6 weeks during which the experimental group received gamified grammar education whereas the control group received content-based language learning. Pre-test and post-tests were applied to both groups to check if there were any differences between the scores. Since the quantitative data were not parametric, Wilcoxon Matched -- Pairs Signed Ranks Test and Mann Whitney U Test were used in the analysis of the data. Also, a semi-structured interview was utilised to learn about the opinions of the students in experimental group. The results yielded a significant difference in favor of students who received gamified grammar learning. The results were also supported by the positive opinions of the students towards gamification of grammar with an online tool as an in-class material.
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- 2023
83. Evaluation of Perception of Use of a Gamified Platform from the Student Perspective: An Approach for Studying Unified Modeling Language
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Felipe A. Feichas and Rodrigo D. Seabra
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This research discusses the use of a gamified web platform for studying software modeling with Unified Modeling Language (UML). Although UML is constantly being improved and studied, many works show that there is difficulty in teaching and learning the subject, due to the complexity of its concepts and the students' cognitive difficulties with abstraction. There are challenges for instructors to find different pedagogical strategies to teach modeling. The platform proposed allowed students to complement their UML knowledge in an environment with game elements. From the results, it can be concluded that the platform obtained great acceptance and satisfaction of use. Most of the students participating in the research were satisfied with the usability of the platform, reporting a feeling of contribution of the tool to studying the content, in addition to pointing out the satisfaction of using gamification as a pedagogical strategy.
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- 2023
84. The Effects of Gamified Instructional Material on Learners' Perceived Motivation and Academic Achievement
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Abdullah Kalay and Yüksel Deniz Arikan
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Since motivation is known to be a critical factor, approaches, methods, techniques, and materials that would affect motivation positively are utilized in learning and teaching processes. Gamification is used by including game components into teaching processes to enhance students' motivation, attract their attention to the lesson and boost academic achievement. The aim of the present study was to explore the effect of using gamified materials in the instruction of electronic spreadsheet programs on learners' perceived motivation, academic achievement, and opinions regarding the gamified teaching material. The study was conducted using triangulation in the explanatory sequential design combining qualitative and quantitative research methods. In the fall semester of 2021-2022, the participants consisted of 90 undergraduate students attending the Faculty of Education of a university in Türkiye. Data collection was conducted through personal information forms, instructional materials motivation survey, electronic spreadsheet program achievement test, opinion survey and system records. The data were analysed using descriptive statistics, repeated measures analysis of variance and descriptive analyses. The results indicated that there was no significant difference in terms of motivation and academic achievement between the experimental group (using gamified materials) and control group (using videos). It was also seen that the students in the experimental group generally held positive opinions about gamified teaching materials.
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- 2023
85. Proceedings of International Conference on Academic Studies in Technology and Education (ICASTE2023) (Antalya, Turkey, November 16-19, 2023)
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International Society for Research in Education and Science (ISRES), Samantha M. Curle, and Mustafa Tevfik Hebebci
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The International Conference on Academic Studies in Technology and Education (ICASTE) is set to take place at Amara Premier Palace Hotel in Antalya, Turkey, from November 16-19, 2023. Organized by the International Society for Research in Education and Science (ISRES) and the International Society for Academic Research in Science, Technology, and Education (ARSTE), the conference promises a diverse range of topics in the realm of education and technology. Highlighted presentations include discussions on the role of AI assistants and chatbots in higher education, the application of gamification to enhance student engagement and learning outcomes, and a systematic review of literature on the teaching of Nature of Science (NOS) based on the Family Resemblance Approach. Other notable topics cover issues such as teachers' organizational alienation and emotional labor, upskilling higher education engineering teachers for online creativity teaching, challenges in forming artistic-aesthetic culture in the virtual environment era, and the ethical considerations in education within the digital age. Further presentations delve into global concerns within sustainable development in science education, the significance of family as a fundamental principle in sustainable development, and the development of a smart wheelchair for the autonomous movement of disabled individuals. The conference also explores emerging trends in international teaching partnerships, the use of virtual laboratories in science education, and the integration of robotics and automation to enhance warehouse efficiency among logistics operators. Additionally, there are discussions on sanogenic reflection for emotional well-being, small group conversation structures in science education, risk management as part of sustainable technological and industrial development, features of adolescent reflection with different character accentuations, and the implementation of the ADDIE model for material design in English language teaching. Moreover, the importance of creative drama in science education, innovative practices for environmental awareness and action in sustainability education, and the incorporation of artificial intelligence in STEM education are covered. The conference concludes with presentations on English conversational learning in a first middle school-based boarding school, the reflective and intuitive aspects in design, and the support of pre-service ESOL teachers' critical language awareness through dialectical variation. The event promises a comprehensive exploration of current issues and innovations at the intersection of technology and education. [This conference was organized by the International Society for Academic Research in Science, Technology, and Education (ARSTE).]
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- 2023
86. Gamification and Player Profiles among Faculty in Mexico
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Álvaro Antón-Sancho, Diego Vergara, and Lorena Rodríguez-Calzada
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Objectives: Analysis of the player profiles of professors is a fruitful line of research because player profiles may influence the design of gamified situations. We studied a sample of 243 university professors in Mexico to analyze the player profiles with which they identify and those they consider most effective didactically in gamified situations. Method: Descriptive quantitative research was used to analyze the distributions of the responses to a questionnaire given to a group of 243 professors from different Mexican universities. These responses have been statistically analyzed by computing the proportions of player profile choices and applying Pearson's chisquare test of independence to identify significant differences in these choices. Results: 42.4% of the participants identify as Explorers, the most frequent player profile among the participants. However, about 15.6% of them consider that their player profile is not the most suitable for learning. Player profiles chosen by the Mexican professors diverge from the player profiles of the students described in previous studies. Significant differences by gender, area of knowledge, and previous training in gamification are also identified. Conclusion: There is a strong gap between the player profiles of the participating professors and the profile that, in their opinion, is most suitable for learning. In addition, it has been identified that gender, area of knowledge, and previous experience in the use of gamification are influential factors in the player profiles of the professors. Implication for Practice: The training of professors in gamification should be adapted to the specificities of each area of knowledge. This will allow professors to develop pedagogical skills in gamification that will help them adapt gamified didactic situations to the needs of students.
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- 2023
87. Gamification: Trends and Opportunities in Language Teaching and Learning Practices
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Kittichai Nilubol and Pragasit Sitthitikul
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Gamification is a controversial topic in the field of education, with both proponents and opponents. However, what exactly gamification is and why it has become popular are worth exploring. This academic article first defines the terms "game" and "gamification" in order to differentiate them. Next, the article provides core features of gamification in an educational context as explained by previous studies and pinpoints the disparity between the concept of gamification and game-based learning in practice. Additionally, the positive impact of gamification in language learning and gamification and game-based research activities that bridge the concept of gamified information systems are discussed. The article concludes with future research directions for gamification in language teaching and learning.
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- 2023
88. Application for Grammar Skills: A Case Study of Thai EFL Undergraduates
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Munchuree Kaosayapandhu
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The objective of this study was to investigate the influence of the popular Duolingo App on learning English in Thailand. Parts of the Duolingo English course for Thai speakers were used in a classroom-based intervention with two sections of English for Professional Purposes courses at a Thai university (n = 128). The students were split into two groups of users (n = 70) and non-users (n = 58), and a pre-test/post-test assessment of verb tense knowledge was conducted. The results showed that the Duolingo users had a significantly higher mean improvement in verb tense knowledge. Multiple regression showed that frequency of Duolingo use, perceived achievement, and perceived enjoyment positively influenced performance among the user group. Moderation analysis also showed that prior use of Duolingo partially moderated the relationships of level completion and achievement on score improvement. The implication is that Duolingo is a potentially useful supplement to classroom learning although its effects may change over time as users become habituated.
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- 2023
89. Gamification in Foreign Language Teaching: A Conceptual Introduction
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Szabó, Fruzsina and Kopinska, Marta
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Over the past few years, the concept of gamification has gained increased attention in foreign language teaching research as it demonstrates potential to promote motivation and learner engagement. The authors of the paper believe that gamification can become an innovative and promising tool to help students overcome their motivational difficulties. When it comes to language learning and teaching, one of the major issues to be tackled is the differences among students in terms of academic achievement. Applying gamification in the field of education profoundly supports the process of teaching and learning by creating a supportive environment, which is reinforcing and enables individual progress. One specific feature of gamification is that it breaks down learning into elements, similarly to motivation theory, where goals are not uncommonly divided into subgoals. It also includes applying the characteristics of games, and implementing these in real-world situations, while generating specific behaviours within the gamified situation. The most important benefit of using gamification in language teaching is that it provides differentiation. Learners can progress at their own pace, their assessment is individualised, their motivation is strongly influenced by their own skills and abilities that are reinforced by gamification itself. As the process of learning meets the individual's needs, differentiation can be brought about. This paper highlights the most important outcomes of research into gamification in language learning, while exploring its underlying principles in the field of motivation.
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- 2023
90. Systematic Literature Review of the Effort of Gaming Elements on E-Learning Platforms
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Tobias Harald Popp and Heidi Schuhbauer
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Gamification is the use of game elements in a non-game context to encourage desired behaviours (Detering 2011a). It has been identified as a promising technique for improving user motivation on e-learning platforms. Since previous literature reviews and meta-analyses only considered gamification and learning effort without focusing directly on gamification elements, a research gap was identified. Based on the studies analysed, the most commonly used gamification elements in the literature were identified and examined to determine whether there are any significant results in terms of motivational changes. Three areas of research questions were formulated for this meta-analysis: Which gamification elements should be used to increase learning motivation in asynchronous e-learning? Which success factors should be considered to increase the motivation of the learners by using gamification elements? Is there a specific selection of gamification elements that significantly increase motivation in asynchronous e-learning? The literature search process consisted of a manual search for research articles in electronic libraries with a pre-defined search string. Afterwards, the studies were examined to determine their relevance based on defined inclusion and exclusion criteria. The next step was title and abstract screening followed by a full-text screening. A complementary search of the included literature was then conducted using snowballing techniques. Finally, the most relevant literature was reviewed using quality assessment. The most promising gamification elements are badges, leaderboards, level up systems and progress bars. The combination of elements increases users' motivation significantly, especially the combination of badges with leaderboards or level up systems. These insights contribute to the design of e-learning platforms. [For the full proceedings, see ED636095.]
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- 2023
91. The Effect of Gamification on Pre-Service Teachers' Technology Acceptance
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Ismail Yildiz, Ersin Topcu, and Esra Izmir
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This study delves into the transformative potential of gamification within the realm of education by integrating game elements into a lesson process primarily designed for non-gaming purposes and contexts. In this study, gamification was created by incorporating game elements such as points, badges and leaderboards into a lesson process designed for a non-game purpose and context. The study investigated the effect of gamification on pre-service social studies teachers' technology acceptance. "Technology Acceptance Scale for Teachers" (T-TAM) and structured interview were used to collect data. The study utilized a quasi-experimental design with a pretest-posttest control group designed to test the cause-and-effect relationship between variables. According to the findings obtained after the six-week implementation period, gamification had significant effects on pre-service teachers' perceived usefulness, perceived ease of use, attitude towards use, facilitating conditions, technological complexity, perceived enjoyment and behavioral intentions. The results underscore the potential of gamification as an effective pedagogical tool for enhancing the integration of technology in educational contexts, particularly for pre-service teachers. Consequently, this research contributes valuable insights into the role of gamification in fostering more technologically adept educators, with implications for the broader field of educational technology and instructional design.
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- 2023
92. Effects of Bias, Gamification and Monetary Compensation on MOOC Dropouts
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Manuel Medina-Labrador, Gustavo Rene Garcia-Vargas, and Fernando Marroquin-Ciendua
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The dropout rate is the most significant disadvantage in Massive Open Online Courses (MOOC); most of the time, it exceeds 90%. This research compares the effect of cognitive bias, gamification, monetary compensation, and student characteristics (gender, age, years of education, student geographical location, and interest in the course certificate) on dropout. We use survival analysis to identify the predictors of dropout and its related factors. The results showed the lowest dropout (74.2%) for cognitive bias and gamification. The results showed that the Peanut effect bias favors the lowest risk of drop up. Likewise, the findings showed the interest in the final certificate as a predictor of retention to complete a four-week MOOC.
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- 2023
93. The Effect of Gamification on Math Achievement, Motivation, and Learning Strategies in Flipped Classrooms
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Fatma Pehlivan and Taner Arabacioglu
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The aim of this research is to examine the effect of the gamification elements usage in the flipped classroom model on students' academic success, motivation, and learning strategies in the 9th grade mathematics course clusters subject. The method of the study is a quasi-experimental research design with a pretest/post-test control group. The sample of the study comprises 38 vocational high school students who attend 9th grade. The experimental process was conducted for five weeks in the mathematics lesson on "Clusters." Motivated Strategies for Learning Questionnaire (MSLQ) and achievement tests were used as data collection tools. According to the results of the research, while gamification did not make a significant difference in academic achievement and motivation, it caused a significant difference in the elaboration and peer learning dimensions of the learning strategies scale. Although this is not reflected in academic success in the research, it is considered to contribute positively to student performance. In addition, taking the group as the basis instead of the individual in the design of gamification is thought to prevent negativities, such as anxiety and jealousy, that may develop because of gamification, as well as contribute positively to student performance.
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- 2023
94. Gamification's Efficacy in Enhancing Students' HTML Programming Skills and Academic Achievement Motivation
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Dhaifallah Saleh Alsuhaymi and Ohood Mohammed Alotaibi
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This study aims to demonstrate the efficacy of gamification in developing HTML programming skills and academic achievement motivation for 10th-grade students. Despite the significance of computer programming in developing students' thinking, many students still need more motivation to learn it. One of the entertaining strategies of computer programming is gamification. The study used a quasi-experimental design for two groups. The experimental group (N=18) was taught by gamification and the control group (N=17) was taught by the traditional teaching method. The researcher conducted a pre-test to determine the equivalence between groups using a valid and reliable practical test and scale. After three-weeks of teaching, the same test and scale were applied to compare the groups. The result showed statistical differences between the two groups in favor of the experimental group in programming skills and all academic achievement motivation dimensions. This study recommended that using gamification in teaching programming languages to students at different stages would help computer teachers. More research should be conducted to investigate the impact of gamification on teaching different programming languages.
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- 2023
95. Edutainment: Assessing Students' Perceptions of Kahoot! as a Review Tool in French L2 Classes
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Madden, Oneil N.
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Gamification is a method used to engage and motivate students virtually during the coronavirus pandemic. This paper reports on the use of Kahoot! as a review tool in French as a foreign language (L2) classes at Northern Caribbean University (NCU), Jamaica, as a means of formative assessment. Using the exploratory approach, it seeks to highlight students' perceptions of this platform to enhance teaching and learning. Twenty-one students of both genders between the ages of 18 and 35 responded to a post questionnaire, after participating in two or more games of Kahoot!. Data was also collected through semi-structured interviews and observations recorded by the instructor. Preliminary findings show that Kahoot! helps most students (95%) to improve their French, in terms of learning and/or reinforcing new vocabulary or previously taught concepts, as well as pronunciation. All the participants highlighted that Kahoot! is fun and interactive, and playing the game serves as a motivation for them to revise their already acquired knowledge. However, the countdown feature can provoke stress and affect the thought process. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
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- 2022
96. Using MOOC and Gamification Hybrid Learning Models in Rural Public Schools in Thailand
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Panyajamorn, Titie, Suanmali, Suthathip, and Kohda, Youji
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This study investigates the effectiveness and knowledge retention of elearning models that could solve education problems in rural areas by considering two different examples: massive online open courses (MOOCs) and gamification hybrid learning. The study also proposes suitable and effective features that could influence student abilities in the context of language and science learning in rural areas. Data were collected from 283 students using field testing methods at rural schools in Thailand's Chaiyaphum province. One hundred and sixty students (13-16 years old) in secondary-school grades 7-10 were randomly selected for MOOC-based hybrid learning, and 123 students participated in gamification hybrid learning. The methodology featured two distinct steps. First, content and pattern examinations were conducted to verify the validity, reliability, and consistency of the content. Second, the sample group was tested to indicate and compare the efficiency of the models and the knowledge retention it then produced. Given the approach's quantitative nature, dependent sample t-tests were conducted to indicate differences in pretest and posttest mean scores, with Cohen's d effect size testing used to analyze subsequent effects. The results reveal that both MOOCs and gamification hybrid learning models are effective and suited to solving rural education problems. Both models improved student learning retention compared to traditional elearning models. Nonetheless, focus groups, peer tutoring, forum discussions, and group activities also significantly influenced learning. The study's findings could also benefit course instructors and program designers to help them create appropriate content using a well-designed framework, which could increase accountability and effectiveness and support class demand.
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- 2022
97. Digital Escape Rooms for World Languages
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Schenker, Theresa and Kraemer, Angelika
- Abstract
A digital escape room is a gamified activity in which students work collaboratively to solve a series of tasks or riddles within a certain amount of time. They are typically embedded in a story framework at the end of which students need to "escape" an imaginary scenario. Students explore the target culture while using the target language for solving puzzles with their peers. The versatility of digital escape rooms in language courses allows for implementation in online teaching, in F2F classrooms, and as homework assignments. Instructors can shape escape room tasks in many ways to help students practice relevant target language skills at all levels of instruction. Digital escape rooms are easy to set up by following the simple steps that are outlined in this article. Practical tips and student voices round out this article.
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- 2022
98. 'It Helped to Know I Wasn't Alone': Exploring Student Satisfaction in an Online Community with a Gamified, Social Media-Like Instructional Approach
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Ensmann, Suzanne and Whiteside, Aimee
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This descriptive study offers lessons learned from students' experiences with a gamified, social media-like instructional approach in eighteen courses from spring 2021 through spring 2022. Researchers at a mid-sized university in the southeastern United States leveraged Christensen's (2011) disruptive innovation theory as a guiding framework to explore student satisfaction with this instructional method. This first phase of the study measures learner satisfaction with this approach using the Ritzhaupt (2019) Electronic Learning Satisfaction Survey (eLSS). Preliminary results suggest that learners (n=145) rated their experience with this disruptive technology above average on all Likert scale questions on the eLSS. Identified best practices for instructional design using similar approaches include repeating the game rules, reframing the purpose beyond the game, helping students appreciate their community, guiding students to lead their own posts and gain reactions, and thwarting those trying to game the system. Initial findings across multiple courses suggest that instructors can leverage the gameful experience and social media-like engagement to foster critical connections and increase course satisfaction.
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- 2022
99. Gamification of Life and the Gaming Society: The Ludic Century. SpringerBriefs in Education
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Fabian Arlt, Hans-Jürgen Arlt, Fabian Arlt, and Hans-Jürgen Arlt
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This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society.
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- 2023
- Full Text
- View/download PDF
100. Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives
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Lester, Danielle, Skulmoski, Gregory J., Fisher, Darren P., Mehrotra, Vishal, Lim, Iris, Lang, Alexander, and Keogh, Justin W. L.
- Abstract
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.
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- 2023
- Full Text
- View/download PDF
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