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Gamification

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Full-Text Articles in Education

Gamified Ungrading: Playing With Andragogy And Feminist Instructional Design, Stefani Boutelier Apr 2024

Gamified Ungrading: Playing With Andragogy And Feminist Instructional Design, Stefani Boutelier

Feminist Pedagogy

This article explored an original graduate-level teaching activity of gamification and ungrading through a feminist instructional design lens. We can understand outcomes of gamified equitable grading experiences by de-centering adult interpretations and habits of colonial educational structures–not only for the learners but as current and future leaders. These strategies were evaluated with student self-evaluations, feedback loops, and reflexivity through modeling and co-reflection. The outcomes and potential for replication of a gamified ungrading experience bring forward a humanized curriculum for all levels of learners and designers.


The Impact Of Using Gamified Augmented Reality In Developing Learning Engagement And Quality Of Learning Life Among Tenth-Grade Physics Students, Majed A. Alharthi Dr. Apr 2024

The Impact Of Using Gamified Augmented Reality In Developing Learning Engagement And Quality Of Learning Life Among Tenth-Grade Physics Students, Majed A. Alharthi Dr.

International Journal for Research in Education

The research aimed to examine the impact of gamified augmented reality (AR) on engagement in learning and the quality of educational life. The research sample included (90) tenth grade students distributed in three schools, and they were distributed into three groups of (30) students in each group, the first experimental group taught using gamified AR, the second experimental group taught using non- gamified AR, and the third is a control group taught in the usual way in the classroom, and each school included an independent group of research groups. A quasi-experimental design was adopted to study the impact of using …


Gamification As An Effective Method In Developing Leadership Skills And Competencies, Tianshi Hao, Ziyi Liu, Hanhui Bao, Siyuan Chen, Jesse Llamas, Michael Llamas Jan 2024

Gamification As An Effective Method In Developing Leadership Skills And Competencies, Tianshi Hao, Ziyi Liu, Hanhui Bao, Siyuan Chen, Jesse Llamas, Michael Llamas

The Scholarship Without Borders Journal

Gamification, the incorporation of game design features into non-game environments, has been implemented in a variety of disciplines, including education, sustainability, language learning, and workplace transformation. According to research, workplace gamification enhances employee engagement and productivity. The gaming business has leveraged incentives and motivation to drive behavior and participation. This literature study assesses gamification's potential as a technique for leadership development and competency building. Leadership is characterized by a combination of personality characteristics, knowledge, abilities, and behaviors. Existing leadership competency analysis frameworks include emotional intelligence and taxonomies such as Gallup's "Strengths Finder." Through points, levels, and leaderboards, gamification has been …


Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones Nov 2023

Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones

Educational Practices in Kinesiology

Past findings indicate mixed results on the effectiveness of gamification in college courses. The use of a gamified version of specifications-based grading (e.g., gamified grading) is not yet well understood. The purpose of this two-part study was to understand students’ perceptions of intrinsic motivation and engagement in a kinesiology course using gamified grading, facilitated by a gamified grading platform called GradeCraft©. We used qualitative inquiry to capture a robust description of the student experience across a semester, identifying themes describing the course management (e.g., comparison with traditional course, individual approach), and the psychological experience (e.g., autonomy, stress). The following semester, …


The Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi Phd Oct 2023

The Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi Phd

International Journal for Research in Education

This research examined the effect of flipped classrooms based on gamification on developing self-regulated learning skills and educational resilience among students of intermediate schools in English language. The research sample included (90) students in the third intermediate grade who were selected from three schools in Jeddah, and they were distributed into three groups, with (30) students in each group. A quasi-experimental design was used to study the effect of using flipped classrooms based on gamification on self-regulated learning skills and educational resilience. The researcher developed a measure for self-regulated learning skills that included (28) phrases distributed over (4) axes, namely: …


A Qualitative Study On Malaysian Academics' Perceptions And Suggestions On Gamified Learning, Mohd. Elmagzoub Eltahir, Nagaletchimee Annamalai, Arulselvi Uthayakumaran, Samer H Zyoud, Bilal Zakarneh Dr, Najeh Rajeh Alsalhi Jul 2023

A Qualitative Study On Malaysian Academics' Perceptions And Suggestions On Gamified Learning, Mohd. Elmagzoub Eltahir, Nagaletchimee Annamalai, Arulselvi Uthayakumaran, Samer H Zyoud, Bilal Zakarneh Dr, Najeh Rajeh Alsalhi

The Qualitative Report

This study explores lecturers' perceptions and suggestions on integrating gamified lessons in Malaysian higher institutions. The COVID-19 pandemic has drastically changed the norm of traditional classroom teaching by accelerating digital integration amongst educators and necessitating the need to address classroom gamification. To further understand educators' perceptions, we conducted in-depth interviews with 25 lecturers. We thematically analyzed the interviews by following the steps undertaken by Braun and Clarke (2006) to identify the emerging themes. The findings determine that educators found gamification suitable in teaching and learning activities during the set induction, reinforcement and assessment of specific skills. Several misconceptions also evident …


A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek Jul 2023

A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek

Journal of Cybersecurity Education, Research and Practice

Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework. Cyber Security Operations (CSO) education is no exception. CSO education traditionally requires comprehension of complex concepts requiring a high level of technical and abstract thinking. By properly applying gamification to complex CSO concepts, engagement in students should see an increase. While an increase is expected, no comprehensive study of CSO gamification applications (GA) has yet been undertaken …


The Effect Of Educational Software Based On Drill And Practice, And Gamification In Developing English Language Skills For Third-Grade Students In Jiza District, Nariman Jehad Almasri, Mohammad M. Al-Hileh Jun 2023

The Effect Of Educational Software Based On Drill And Practice, And Gamification In Developing English Language Skills For Third-Grade Students In Jiza District, Nariman Jehad Almasri, Mohammad M. Al-Hileh

Journal of the Association of Arab Universities for Research in Higher Education (مجلة اتحاد الجامعات العربية (للبحوث في التعليم العالي

The article aimed to investigate the effect of using an educational software program based on Drill and Practice, and Gamification patterns in developing English language skills for third-grade students in Jiza District. Nusaiba Al Mazenia School affiliated to the Director of Education "Giza District", where peopils chosen randomly. The study tool consisted of two English language tests, a reading test consisting of (16) questions, and a writing test consisting of (17) questions. The results related to the answer of the first and second questions showed a difference in the pre and post performance of the two study groups, and in …


Understanding Motivational Differences Through The Lens Of Gamification User Types, Heather J. S. Birch May 2023

Understanding Motivational Differences Through The Lens Of Gamification User Types, Heather J. S. Birch

International Christian Community of Teacher Educators Journal

In the context of an educational technology course, teacher candidates completed Marczewski’s User Types Hexad Test, a questionnaire based on a typology for classifying both intrinsic and extrinsic motivational tendencies. The test results showed teacher candidates' motivational tendencies, through indicating their resonance with six different User Types, including Socializers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors. Knowing their User Type allowed teacher candidates to reflect on their own personal motivations to use various types of digital tools, as well as to consider how their peers and their students with different user profiles may be motivated differently than themselves. The …


Gamification In Urban Planning - Experiencing The Future City, Suedanur Özden, Esra Arslantürk, Mehmet Senem, İmdat As Mar 2023

Gamification In Urban Planning - Experiencing The Future City, Suedanur Özden, Esra Arslantürk, Mehmet Senem, İmdat As

Architecture and Planning Journal (APJ)

Virtual Reality (VR) systems have been commonly used in the game and entertainment industries and are also increasingly explored in architecture and urban planning. They assist designers to communicate design ideas to a wider public and can engage them in the design processes. In this paper, we explore gaming environments to allow users to learn about smart city applications, such as innovative mobility approaches, urban farming, drone delivery, etc. The project is part of a real-world project for a future city for 50,000 inhabitants in the European side of Istanbul, Turkey. VR technologies can offer a testing ground for testing …


Jordanian Efl Sixth-Grade Students’ Attitudes Towards Using Gamification In Reading Comprehension اتجاهات طلاب الصف السادس الأردنیین متعلمي اللغة الانجليزية لغة أجنبية نحو استخدام الألعاب التحفيزية في فهم المقروء, Rami Ali Abu Sa’Aleek, Abdallah Ahmad Bani Abdel Rahman Nov 2022

Jordanian Efl Sixth-Grade Students’ Attitudes Towards Using Gamification In Reading Comprehension اتجاهات طلاب الصف السادس الأردنیین متعلمي اللغة الانجليزية لغة أجنبية نحو استخدام الألعاب التحفيزية في فهم المقروء, Rami Ali Abu Sa’Aleek, Abdallah Ahmad Bani Abdel Rahman

Jordanian Educational Journal

Abstract:

This study investigated the Jordanian EFL sixth-grade students ’attitudes towards using gamification in reading comprehension lessons. The participants of the study were 35 students from a public school in Jordan. They studied reading comprehension activities through gamification. A questionnaire with 31-items was designed to explore students’ attitudes towards using gamification in reading comprehension lessons. The results indicated that the sixth-grade students had positive attitudes towards the use of gamification in reading comprehensionlessons.

ملخص:

بحيث هذه الدراسة في اتجاهات طلاب الصف السادس الأردنیین متعلمي اللغة الانجليزية لغة أجنبية نحو استخدام الألعاب التحفيزية في دروس فهم المقروء. بلغ عدد المشاركين في …


The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad Feb 2022

The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad

International Journal for Research in Education

Abstract

This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …


Gamification On Chatbot-Based Learning Media: A Review And Challenges, Indra Hidayatulloh, Sigit Pambudi, Herman Dwi Surjono, Totok Sukardiyono Dec 2021

Gamification On Chatbot-Based Learning Media: A Review And Challenges, Indra Hidayatulloh, Sigit Pambudi, Herman Dwi Surjono, Totok Sukardiyono

Elinvo (Electronics, Informatics, and Vocational Education)

The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learning platform is a widely used technique for increasing students' learning motivation. Therefore, combining gamification with chatbot-based learning and examinations possibly offer benefits, including increase student learning motivation. This study explored the possibilities and future challenges of the development of gamification within chatbot-based learning media. We discussed four aspects: …


Game Educational Technologiesin Teaching Foreign Languages, Kamila Khasanova Nov 2021

Game Educational Technologiesin Teaching Foreign Languages, Kamila Khasanova

Mental Enlightenment Scientific-Methodological Journal

The article is devoted to educational gaming technologies and their application in foreign language lessons. The author discusses gaming technologies, gives a brief overview of modern game classifications, as well as gamification technology, its aspects and functions; the practical implementation of the theoretical foundations of game technologies in the design of the games, the goals and objectives of the game, mechanics and dynamics are described, examples of tasks performed by students in the course of the game are given; the results of applying the proposed game are analyzed. The functions and value of play forms of education in the educational …


Challenge Accepted! Going Gameful To Develop Soft Skills, Laurie A. Sutch May 2021

Challenge Accepted! Going Gameful To Develop Soft Skills, Laurie A. Sutch

Experiential Learning & Teaching in Higher Education

Students at the University of Michigan-Dearborn are leveraging the connections among their learning and living experiences by reflecting in the online Talent Gateway, a “gameful learning” approach to career readiness. In this program, students earn points towards the (M)Talent distinction on their official transcript as they learn to recognize and articulate existing skills while also developing new skills required in today's workplace such as critical and creative thinking, problem-solving, collaboration, digital literacy, and global fluency.


Using Gamification To Teach Foundational Fractions In The Third Grade: Year One, Makeba Mccray May 2021

Using Gamification To Teach Foundational Fractions In The Third Grade: Year One, Makeba Mccray

Kean Quest

Schools face an instructional dilemma with how to create a motivational environment where fractions are fun, interactive, and induce problem-solving skills through real-time application. The concept of gamification has been utilized in business for marketing, employee training, customer retention, health, and fitness with much success. How can primary educational institutions harness the potential of gamification to close academic gaps or prevent stopgaps? This situation is particularly challenging at this level because there has to be a balance between interaction, gamification, and content delivery; while also providing effective instructional learning objectives for knowledge mastery without overloading students with information and digital …


Hello, Are You There? Creating And Measuring Online Student Engagement, Kirsten Passyn Jan 2021

Hello, Are You There? Creating And Measuring Online Student Engagement, Kirsten Passyn

Atlantic Marketing Journal

Engaging students in an online environment is frustrating for faculty and a concern of administration. Faculty and students report lower levels of satisfaction and lower engagement in online versus face to face learning. Dropout rates in fully online courses are often two times higher than face to face courses. This research attempted to engage online students by embedding a gamification-based scavenger hunt in an online course. Engagement was measured using a combination of quantitative and qualitative measurements. Although the scavenger hunt didn't significantly engage low performing students, it did motivate and deepen top-performing students' engagement. Interestingly, qualitative-based engagement measures proved …


The Development Of Computer-Assisted Instruction Game On Mirror Reflection Concepts For Junior High School Students, Ikmanda Nugraha, Nida Nusaibah Athfyanti, Harsa Wara Prabawa Oct 2020

The Development Of Computer-Assisted Instruction Game On Mirror Reflection Concepts For Junior High School Students, Ikmanda Nugraha, Nida Nusaibah Athfyanti, Harsa Wara Prabawa

Jurnal Inovasi Pendidikan IPA

This research aims to develop computer-assisted instruction by using gamification elements on mirror reflection topics in Junior High School. The method used in this research was a descriptive method. The subject of this research is experts and students. Experts chosen in this research are one science expert, one media expert, and one science teacher. Students chosen in this research are fifty-seven students in 9 grade at one of junior high school. The gamification aspects were chosen to make the game were goals, science content, and challenging environment. The expert gave feedbacks in both media and the quality of the content …


Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine Sep 2020

Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine

Journal of Archaeology and Education

Archaeology is traditionally a hands-on, in-person discipline when it comes to formal and informal instruction; however, more and more we are seeing the application of blended and online instruction and outreach implemented within our discipline. To this point, much of the movement in this direction has been related to a greater administrative emphasis on filling university classrooms, as well as the increasing importance of public outreach and engagement when it comes to presenting our research. More recently, we have all had to adjust our activities and interactions in reaction to physical distancing requirements during a pandemic. Whether in a physical …


Promoting Resident Emotional Health Meaningful Connections: An Evaluation Of A Wellness Game, Bruce St. Amour, William B. Dehart Sep 2020

Promoting Resident Emotional Health Meaningful Connections: An Evaluation Of A Wellness Game, Bruce St. Amour, William B. Dehart

Journal of Wellness

Introduction

Physician wellness is a topic of significant national interest. Physician burnout is at its highest point during residency and is linked to many negative outcomes. The Core Emotional Needs are a useful framework to guide thinking toward wellness in residents: connection and acceptance, healthy autonomy and performance, reasonable limits, and healthy responsibility and standards. We examined the efficacy of a game (“Well, For Me…”) designed to improve social connection and acceptance among residents to reduce social isolation. We hypothesized that this activity would be viewed positively by the residents as an intervention to improve resident wellness.

Methods

Participants …


Digital Tools In The Classroom: Measuring The Effectiveness, Jeff Carpenter Dec 2019

Digital Tools In The Classroom: Measuring The Effectiveness, Jeff Carpenter

Current Issues in Emerging eLearning

The purpose of the study is to determine if, compared to traditional practice, digital practice increases student measuring accuracy on an authentic task. Therefore the study explores the relative efficacy of digital versus traditional practice for increasing student measurement skills in applied situations. Research tells us that students’ poor performance with measuring skills is directly related to lack of practice. To increase the ability to accurately use a ruler, Junior High, Intermediate and Middle Schools students require more time on task than they typically spend practicing this skill. Since more time is hard to come by in the classroom, educators …


Design Case: Implementing Gamification With Arcs To Engage Digital Natives, Travis N. Thurston Apr 2018

Design Case: Implementing Gamification With Arcs To Engage Digital Natives, Travis N. Thurston

Journal on Empowering Teaching Excellence

Gamification is an emerging topic for both student engagement and motivation in higher education online courses as digital natives become post-secondary students. This design case considers the design, development, and implementation of a higher education online course using the ARCS model for motivational design combined with the four-phase model of interest development as a framework for gamification implementation. Through “designerly ways of knowing,” this design case explores engaging digital native students with a gamified online course design, which will be of interest to instructional designers and instructors in higher education. Overall, students in the pilot course responded favorably to the …


Full Issue: Journal On Empowering Teaching Excellence, Volume 2, Issue 1 Apr 2018

Full Issue: Journal On Empowering Teaching Excellence, Volume 2, Issue 1

Journal on Empowering Teaching Excellence

The full Spring 2018 issue (Volume 2, Issue 1) of the Journal on Empowering Teaching Excellence.


Intrinsic Motivation Factors In Gamified Photography Learning: Direct And Indirect Effects, Domenic Dini, Leping Liu Dec 2017

Intrinsic Motivation Factors In Gamified Photography Learning: Direct And Indirect Effects, Domenic Dini, Leping Liu

Journal of Educational Technology Development and Exchange (JETDE)

To help students with motivation to learn, gamification has been explored as a method of delivering content to students in an engaging and motivating way. This study explored the motivation components in gamified design that linked to learning outcomes in a gamified photography curriculum. Six intrinsically motivating factors (challenge, curiosity, control, cooperation, competition, and recognition) were carefully integrated into the game experience design. Participant test scores and survey data were used to develop a maximum likelihood structural equation model. The model showed that among the six intrinsic motivation factors curiosity and control were directly linked to learning outcomes while challenge …


The Building Blocks Of History, Nicole Martin Sep 2017

The Building Blocks Of History, Nicole Martin

Greater Faculties: A Review of Teaching and Learning

Dr. Steve Davis is an Assistant Professor of History at the University of Kentucky, where he teaches precolonial and modern South African history using the popular video game Minecraft. CELT's Dr. Nicole Martin asked Dr. Davis about his goals for student learning, and how he encourages students to develop skills in historical analysis through virtual world-building.


Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young Jul 2016

Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young

Georgia Library Quarterly

Collectively, the world's population spends about 3 billion hours a week playing video games. To reach game-playing audiences of all ages, educators, including library instructors, are embracing game-based learning to engage and motivate students the same way that games do. In looking at the collective wisdom on what makes a good game, and providing concrete examples of library gaming projects, this paper discusses the best practices for creating virtual and virtual-reality hybrid games for bibliographic instruction. The author explores the literature on gamification and games used for teaching information literacy in higher education, and provides recommendations gleaned from existing research …


Using Games In Business Education: An Evaluation Experiment Comparing Games To Other Selected Methods In Teaching Sustainable Development Concepts, Anna Dubel, D.Sc. Apr 2015

Using Games In Business Education: An Evaluation Experiment Comparing Games To Other Selected Methods In Teaching Sustainable Development Concepts, Anna Dubel, D.Sc.

International Journal for Business Education

Simulation games are recognized as useful and effective learning tools in the business world, as they create conditions within micro-worlds where participants can experience results of different strategies, which they want to undertake. This use of strategies enables game participants to explore multi-party decision rules and analyse factors that stimulate or hinder the personally desired decision outcomes.

Within this context the purpose of the paper is to present the outcomes of an experiment evaluating and comparing an application of a serious game with other teaching methods in the academic study of sustainable development concepts as a part of bachelor’s and …