2016
DOI: 10.1016/j.compedu.2015.10.010
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Engaging Asian students through game mechanics: Findings from two experiment studies

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Cited by 241 publications
(216 citation statements)
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“…This study aims to make a contribution in this respect by investigating the use of gamification in a higher education context via a combination of experimental and qualitative research methods. Some results of this study have been reported elsewhere (Hew, Huang, Chu, & Chiu, 2016). In this paper, we described the possible interaction between basic human desires and game mechanics (Table 1), explained the meaningful gamification framework (Figure 1), compared the experimental and control group students' perceptions of the course (via survey data), provided qualitative findings related to students' perceptions of gamification (via interview data), and the instructor's perceptions of gamification (via self-reflection data).…”
Section: Research Questionsmentioning
confidence: 77%
“…This study aims to make a contribution in this respect by investigating the use of gamification in a higher education context via a combination of experimental and qualitative research methods. Some results of this study have been reported elsewhere (Hew, Huang, Chu, & Chiu, 2016). In this paper, we described the possible interaction between basic human desires and game mechanics (Table 1), explained the meaningful gamification framework (Figure 1), compared the experimental and control group students' perceptions of the course (via survey data), provided qualitative findings related to students' perceptions of gamification (via interview data), and the instructor's perceptions of gamification (via self-reflection data).…”
Section: Research Questionsmentioning
confidence: 77%
“…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%
“…Typically, no justification is given for the selection of particular game elements. There is a need of more studies that can improve our understanding of how individual game elements are linked to behavioral and motivational (Attali & Arieli-Attali, 2015;Barrio et al, 2015;Boticki et al, 2015;Christy & Fox, 2014;Davis & Klein, 2015;Hakulinen et al, 2015;Landers & Landers, 2015;Long & Aleven, 2014;Pedro et al, 2015a;Tu et al, 2015;Tvarozek & Brza, 2014) 2 elements 8 (16%) Bonde et al, 2014;Ibanez et al, 2014;Leach et al, 2014;Paiva et al, 2015;Poole et al, 2014;Utomo & Santoso, 2015) 3 elements 16 (31%) Auvinen et al, 2015;Bernik et al, 2015;Boskic & Hu, 2015;Hanus & Fox, 2015;Hew et al, 2016;Knutas et al, 2014;Laskowski & Badurowicz, 2014;Latulipe et al, 2015;Lehtonen et al, 2015;Mekler et al, 2015;Morschheuser et al, 2014;Simoes et al, 2015; More than 3 elements 16 (31%) Barata et al, 2014;outcomes and how they function in a given educational context. Without understanding the effect of individual game elements, it is difficult to identify their contribution in studies that mix several game elements together.…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
“…This could be an effective way to promote and impart knowledge about sexuality among secondary school adolescents, encouraging them to abstain from engaging or participating in various irresponsible behaviours. This has been acknowledged by other scholars (Hew, Huang, Chu, & Chiu, 2016) who view game mechanics as an innovative teaching tool which is effective in motivating, engaging, interacting and amusing young adolescents during learning.…”
Section: Game Dynamicsmentioning
confidence: 98%