A Gamified e-Learning Design Model to Promote and Improve Learning
Gamification is a relatively new concept still not discussed extensively in academic studies and research. It has been defined as the use of gaming elements and mechanics in non-gaming environments. While having multiple uses in commercial, military and medical sectors, gamification is using techniques similar to those in games to motivate and engage actions and behaviors. This paper takes a deeper look at techniques suitable for education and e-learning, and comes out with a model that describes the design of educational gamification. The application of gamification in e-learning has been done by following the framework proposed in this paper. This framework combines gamification processes and ordinary e-learning processes in one model called “Gamified e-learning design model” (GED). The ultimate goal of this paper is to expound and demonstrate through empirical means that applying the (GED) model when building e-learning platform can improve the students’ participation, performance, and motivation, and thus it promotes learning. The result of the experiment is the demonstration that gamification can promote, engage and enhance learning. It has been proved by gathering data using questionnaires and by examining selected group of students that have experienced the gamified system used in testing. Although most of the results were positive, there is still a need for further research and testing for gamification use in learning applications. There is also a need for testing in bigger environment, involving larger amount of participants.
Copyright © 2016 Praise Worthy Prize - All rights reserved.
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.J. “Gamifying learning experiences: Practical implications and outcomes”. Computers & Education. 63. pp. 380-392.
Gee, P. James, “Learning by Design: Good Video Games as Learning Machines”, University of Wisconsin-Madison.
Ebner, M. and Holzinger, A. (2007). “Successful implementation of user-centered game based learning in higher education: An example of civil engineering”. Computers and Education 49 (2007) 873-890.
Prensky, M. (2001). “Digital natives, digital immigrants, Part II: Do they really think differently?” On the Horizon (NCB University Press, Vol. 9 No. 6, December 2001).
Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computer and Education, An International Journal, (54), 1145-1156.
McGonigal, J. (2011). Reality is Broken, why games make us better and how they can change the world. Random House Group Limited, London.
Rocha Adriana. (2012, February 20) “Gamification: an option or a necessity?” .
Zichermann, G. (2010, October 26) “Fun is the future: Mastering Gamification”. Google Tech talk. Online: http://www.youtube.com/watch?v=6O1gNVeaE4g
Kapp Karl M. (2012), “The Gamification of Learning and Instruction”, (1st ed.). San Francisco: Pfeiffer/Wiley.
Andrews John (2013, May 15), “Why Use Gamification: The Power of Games”, Online: http://www.zco.com/blog/why-use-gamification-the-power-of-games/
Costa Chloe (2012, May 24), “Gamification and motivation: Tapping into psychology”, Online:http://blogs.imediaconnection.com/blog/2012/05/24/gamification-and-motivation-tapping-into-psychology/
H¨agglund Per, “Taking gamification to the next level”, UMEA University, Sweden.
Fogg, BJ (2009), “A Behavior Model for Persuasive Design”, Persuasive Technology Lab, Stanford University, ACM ISBN 978-1-60558-376-1/09/04.
Hunicke Robin, LeBlanc Marc, and Zubek Robert (2004), “MDA: A Formal Approach to Game Design and Game Research”, Northwestern University.
Werbach Kevin (2014), “Gamification”, Online: https://class.coursera.org/gamification-003/lecture
Johnson L, Adams S, and Cummins M (2013), “The NMC Horizon Report: 2013 Higher Education Edition”, Online: http://www.editlib.org/p/46484
Van Eck, R. (2006). Digital game-based learning: It’s Not Just the Digital Natives Who Are Restless. From: http://er.educause.edu/~/media/files/article-downloads/erm0620.pdf
Robson R (2008), “WWW-Based Course –support Systems: The first Generation”, international Journal of Educational Telecommunications, 5(4):271-282.
Piotrowski, M., 2010. What is an e-learning platform?, in Learning management system technologies and software solutions for online teaching: tools and applications, I. Global, Editor.
Werbach Kevin (2014). (Re)Defining Gamification: A Process Approach, the Wharton School. University of Pennsylvania. Philadelphia.
“Gamification Process” From: https://badgeville.com/wiki/Gamification_Process
Khan H. Badrul (2005), “A comprehensive E-learning Model”, The George Washington University, from http://www.gwu.edu/~etlalex/khan/khan.html
Sun Lily, Williams Shirley and Liu Kecheng (2004), “Knowledge Construction in E-learning: Designing an E-learning Environment”, Department of computer Science, The university of Reading, United Kingdom.
Philipp Herzig , Michael Ameling, and others, “Implementing Gamification: Requirements and Gamification Platforms”, Gamification in Education and Business, pp 431-450, Springer International Publishing, 10.1007/978-3-319-10208-5_22
Oracle Labs (2015), “Gamification Guidelines”, from http://www.oracle.com/webfolder/ux/applications/uxd/assets/sites/gamification/index.html
- There are currently no refbacks.
Please send any question about this web site to email@example.com
Copyright © 2005-2019 Praise Worthy Prize