Gamifying learning experiences: practical implications and outcomes
Authors
Domínguez Díaz, AdriánIdentifiers
Permanent link (URI): http://hdl.handle.net/10017/68383DOI: 10.1016/j.compedu.2012.12.020
ISSN: 0360-1315
Publisher
Elsevier
Date
2013-04Academic Departments
Universidad de Alcalá. Departamento de Ciencias de la Computación
Bibliographic citation
Domínguez Díaz, A., Sáenz de Navarrete Royo, J.J., Marcos Ortega, L., Fernández Sanz, L., Pagés Arévalo, M.C. & Martínez Herraiz, J.J. 2013, “Gamifying learning experiences: practical implications and outcomes”, Computers & Education, vol. 53, pp. 380-392.
Keywords
Gamification
Games-based learning
Computer game
Game mechanic
Motivation
Engagement
E-learning
Document type
info:eu-repo/semantics/article
Version
info:eu-repo/semantics/acceptedVersion
Publisher's version
https://doi.org/10.1016/j.compedu.2012.12.020Rights
© 2013 Elsevier Ltd.
Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
Access rights
info:eu-repo/semantics/openAccess
Abstract
Gamification is the use of game design elements and game mechanics in non-game contexts. This idea has been used successfully in many web based businesses to increase user engagement. Some researchers suggest that it could also be used in web based education as a tool to increase student motivation and engagement. In an attempt to verify those theories, we have designed and built a gamification plugin for a well-known e-learning platform. We have made an experiment using this plugin in a university course, collecting quantitative and qualitative data in the process. Our findings suggest that some common beliefs about the benefits obtained when using games in education can be challenged. Students who completed the gamified experience get better scores in practical assignments and in overall score, but our findings also suggest that these students performed poorly on written assignments and participated less on class activities, although their initial motivation was higher.
Files in this item
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