Proceedings of the 30th Annual ACM Symposium on Applied Computing 2015
DOI: 10.1145/2695664.2695752
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Does gamification work for boys and girls?

Abstract: The development and use of Virtual Learning Environments (VLE) has increased considerably over the past decades. Following that trend, many research findings have shown the benefits of using VLE during the learning process. Nevertheless, there are important problems that hinder their use requiring further investigation. Among them, one of the main problems is the inappropriate use of these systems by students. The boredom, lack of interest, monotony, lack of motivation, among other factors, ultimately causes s… Show more

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Cited by 55 publications
(29 citation statements)
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“…Another interesting observation is the low proportion of studies on gamifying STEM disciplines, excluding CS/IT and mathematics, where reinforcement of motivation is particularly beneficial: only two out of thirty two (Bonde et al, 2014) and . Anderson, Nash, & McCauley, 2015;Auvinen, Hakulinen, & Malmi, 2015;Bernik, Bubaš, & Radošević, 2015;Hakulinen, Auvinen, & Korhonen, 2015;Herbert, Charles, Moore, & Charles, 2014;Ibanez, Di Serio, & Delgado-Kloos, 2014;Knutas, Ikonen, Maggiorini, Ripomonti, & Porras, 2014a;Knutas, Ikonen, Nikula, & Porras, 2014b;Krause, Mogalle, Pohl, & Williams, 2015;Laskowski & Badurowicz, 2014;Leach, Laur, Code, Bebbington, & Broome, 2014;Lehtonen, Aho, Isohanni, & Mikkonen, 2015;Poole, Kemp, Patterson, & Williams, 2014;Sillaots, 2014;Sillaots, 2015;Smith, Herbert, Kavanagh, & Reidsema, 2014;Tvarozek & Brza, 2014) Math 5 (10%) (Attali & Arieli-Attali, 2015 a ;Christy & Fox, 2014;Long & Aleven, 2014;Paiva et al, 2015 a ; Pedro, Lopes, Prates, Vassileva, & Isotani, 2015b) a Multimedia/ Communication 6 (12%) (Barata, Gama, Jorge, & Gonçalves, 2014;Hanus & Fox, 2015;Holman et al, 2015;Jang, Park, & Yi, 2015;Leach et al, 2014;Utomo & Santoso, 2015) Medicine/Biology/ Psychology 5 (10%) (Bonde et al, 2014;Landers & Landers, 2015;Nevin et al, 2014;Pettit, McCoy, Kinney, & Schwartz, 2015; a Languages 4 (8%) ...…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
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“…Another interesting observation is the low proportion of studies on gamifying STEM disciplines, excluding CS/IT and mathematics, where reinforcement of motivation is particularly beneficial: only two out of thirty two (Bonde et al, 2014) and . Anderson, Nash, & McCauley, 2015;Auvinen, Hakulinen, & Malmi, 2015;Bernik, Bubaš, & Radošević, 2015;Hakulinen, Auvinen, & Korhonen, 2015;Herbert, Charles, Moore, & Charles, 2014;Ibanez, Di Serio, & Delgado-Kloos, 2014;Knutas, Ikonen, Maggiorini, Ripomonti, & Porras, 2014a;Knutas, Ikonen, Nikula, & Porras, 2014b;Krause, Mogalle, Pohl, & Williams, 2015;Laskowski & Badurowicz, 2014;Leach, Laur, Code, Bebbington, & Broome, 2014;Lehtonen, Aho, Isohanni, & Mikkonen, 2015;Poole, Kemp, Patterson, & Williams, 2014;Sillaots, 2014;Sillaots, 2015;Smith, Herbert, Kavanagh, & Reidsema, 2014;Tvarozek & Brza, 2014) Math 5 (10%) (Attali & Arieli-Attali, 2015 a ;Christy & Fox, 2014;Long & Aleven, 2014;Paiva et al, 2015 a ; Pedro, Lopes, Prates, Vassileva, & Isotani, 2015b) a Multimedia/ Communication 6 (12%) (Barata, Gama, Jorge, & Gonçalves, 2014;Hanus & Fox, 2015;Holman et al, 2015;Jang, Park, & Yi, 2015;Leach et al, 2014;Utomo & Santoso, 2015) Medicine/Biology/ Psychology 5 (10%) (Bonde et al, 2014;Landers & Landers, 2015;Nevin et al, 2014;Pettit, McCoy, Kinney, & Schwartz, 2015; a Languages 4 (8%) ...…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
“…In turn, game design elements which are used in the creation of Barata et al, 2014;Bernik et al, 2015;Hanus & Fox, 2015;Holman et al, 2015;Ibanez et al, 2014;Jang et al, 2015;Krause et al, 2015;Laskowski & Badurowicz, 2014;Latulipe, Long, & Seminario, 2015;Leach et al, 2014;Poole et al, 2014;Sillaots, 2014;Utomo & Santoso, 2015) Interaction with learning environment 11 (21%) Boticki et al, 2015;Herbert et al, 2014;Morschheuser et al, 2014;Nevin et al, 2014;Paiva et al, 2015;Pedro et al, 2015b;Pettit et al, 2015) Exercises 6 (12%) Hakulinen et al, 2015;Hasegawa et al, 2015;Lehtonen et al, 2015;Long & Aleven, 2014;Tvarozek & Brza, 2014) Collaboration/discussions/ social interactions 4 (8%) Knutas et al, 2014;Shi et al, 2014;Smith et al, 2014) Projects/labs 6 (12%) (Bonde et al, 2014;Boskic & Hu, 2015;Hew et al, 2016;Landers & Landers, 2015;Sillaots, 2015;Simoes et al, 2015) Tests 4 (8%) Attali & Arieli-Attali, 2015;Christy & Fox, 2014;Tu et al, 2015) Othersgamification scenarios can be divided into three categories: dynamics, mechanics and components (Werbach & Hunter, 2012). 1 Dynamics represents the highest conceptual level in a gamified system.…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
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“…As previously mentioned, badges, leaderboards and points are frequently mentioned in the context of gamification, sometimes to the degree of misleading practitioners into believing that simply applying these will guarantee success [13]. With regard to how domain-specific some mechanics are, such as learning outcomes in the domain of learning [11,12,76], or drinking behavior and health in the domain of health [39,101], mechanics likewise roughly represent the domains. The review shows that some mechanics are more or less shared and used in literature, while others are context-specific.…”
Section: Common Shared and Uniquementioning
confidence: 99%