A gamification design for the classroom. Issue 1 (12th March 2018)
- Record Type:
- Journal Article
- Title:
- A gamification design for the classroom. Issue 1 (12th March 2018)
- Main Title:
- A gamification design for the classroom
- Authors:
- Hitchens, Michael
Tulloch, Rowan - Abstract:
- Abstract : Purpose: The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to examine student attitudes to gamification, not the success of the gamification itself. Design/methodology/approach: Based on a survey of the gamification literature, and particularly drawing on the work of Groh (2012), this system is designed with three key principles in mind: relatedness, competence and autonomy. Classroom activities and associated software were designed and implemented. Almost 200 students were surveyed to determine their attitude to the gamification. The survey included both Likert-scale and qualitative responses. Findings: A majority of the students reported that they found the gamification useful and enjoyable, only a minority of students (around 15 per cent) disagreeing with such statements. However, only a minority of students perceived a relationship between the gamification activities and games. The authors conclude that well-designed gamification systems can be well-received by students and suggest that the success of gamification projects may not lie in their ability to recreate the experience of a video game, but in the strength of the relatedness, competence and autonomy of the student experience.Abstract : Purpose: The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to examine student attitudes to gamification, not the success of the gamification itself. Design/methodology/approach: Based on a survey of the gamification literature, and particularly drawing on the work of Groh (2012), this system is designed with three key principles in mind: relatedness, competence and autonomy. Classroom activities and associated software were designed and implemented. Almost 200 students were surveyed to determine their attitude to the gamification. The survey included both Likert-scale and qualitative responses. Findings: A majority of the students reported that they found the gamification useful and enjoyable, only a minority of students (around 15 per cent) disagreeing with such statements. However, only a minority of students perceived a relationship between the gamification activities and games. The authors conclude that well-designed gamification systems can be well-received by students and suggest that the success of gamification projects may not lie in their ability to recreate the experience of a video game, but in the strength of the relatedness, competence and autonomy of the student experience. Research limitations/implications: The research is limited by the nature of the participants, who were drawn from videogame and media units and who may be predisposed to game-like activities. Originality/value: This research demonstrates that students are able to perceive value in gamification in the classroom. … (more)
- Is Part Of:
- Interactive technology and smart education. Volume 15:Issue 1(2018)
- Journal:
- Interactive technology and smart education
- Issue:
- Volume 15:Issue 1(2018)
- Issue Display:
- Volume 15, Issue 1 (2018)
- Year:
- 2018
- Volume:
- 15
- Issue:
- 1
- Issue Sort Value:
- 2018-0015-0001-0000
- Page Start:
- 28
- Page End:
- 45
- Publication Date:
- 2018-03-12
- Subjects:
- Pedagogy -- Gamification -- Student engagement -- University teaching -- Game design -- Student motivation
Interactive multimedia -- Periodicals
Educational technology -- Periodicals
006.7 - Journal URLs:
- http://info.emeraldinsight.com/products/journals/journals.htm?PHPSESSID=ouk43674j44hafv5dfnbr7j7u5&id=itse ↗
http://www.emeraldinsight.com/ ↗ - DOI:
- 10.1108/ITSE-05-2017-0028 ↗
- Languages:
- English
- ISSNs:
- 1741-5659
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 4531.872358
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 6026.xml