2018
DOI: 10.1108/itse-05-2017-0028
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A gamification design for the classroom

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 pa… Show more

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Cited by 45 publications
(39 citation statements)
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“…In recent years, there are studies focused on education and gamification such as [68] that determine whether students would perceive the gamification activities in a positive light, [42] that maps game elements in a well-known generally accepted Learning Management System, or [69] focused on studying the impact of each element in order to investigate the behavioral outcome of game elements in educational environments. We also found research related to student participation such as [70]; that at combining gamification techniques and learning analytics to improve the engagement in University courses or [71] that test the effectiveness of gamifying activity breaks (AB) to enhance student participation, enjoyment, and confidence during AB in low-income schools.…”
Section: Study Overviewmentioning
confidence: 99%
“…In recent years, there are studies focused on education and gamification such as [68] that determine whether students would perceive the gamification activities in a positive light, [42] that maps game elements in a well-known generally accepted Learning Management System, or [69] focused on studying the impact of each element in order to investigate the behavioral outcome of game elements in educational environments. We also found research related to student participation such as [70]; that at combining gamification techniques and learning analytics to improve the engagement in University courses or [71] that test the effectiveness of gamifying activity breaks (AB) to enhance student participation, enjoyment, and confidence during AB in low-income schools.…”
Section: Study Overviewmentioning
confidence: 99%
“…Working in a team can positively influence the learner-learner interaction and improves knowledge sharing (Diep, Cocquyt, Zhu, & Vanwing, 2016), showing direct and explicit value. By giving players all a meaningful role, a sense of relevance can be triggered (Groh, 2012;Hitchens & Tulloch, 2018), boosting the expected feeling of value. And finally, avatar offers the players freedom of choice and autonomy and increases decision freedom and task meaningfulness (Annetta, 2010).…”
Section: Learning Expectancymentioning
confidence: 99%
“…By giving players all a meaningful role, a sense of relevance can be triggered (Groh, 2012;Hitchens & Tulloch, 2018), boosting the expected feeling of value.…”
Section: Learning Expectancy (Le)mentioning
confidence: 99%
“…The use of gamification can be a solution to the problems of learning environments and flipped classrooms, such as lack of motivation and interest [14]. This method can also train students' critical-thinking skills and increase their interest in the lesson [15]. Gamification makes children more motivated and actively learning in a pleasant atmosphere, so their learning outcomes are relatively increased [16].The gamification features are abstracted reality, goals, rules, reward structures, conflict, competition, cooperation, time, feedback, levels, storytelling, player interest, aesthetics, and replay or do over [17] [15].…”
Section: Introductionmentioning
confidence: 99%
“…This method can also train students' critical-thinking skills and increase their interest in the lesson [15]. Gamification makes children more motivated and actively learning in a pleasant atmosphere, so their learning outcomes are relatively increased [16].The gamification features are abstracted reality, goals, rules, reward structures, conflict, competition, cooperation, time, feedback, levels, storytelling, player interest, aesthetics, and replay or do over [17] [15]. The most used elements are feedback, goals, badges, leader board, point system, and levels [18].…”
Section: Introductionmentioning
confidence: 99%