The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.
Engaging Engineering Students with Gamification
Abstract
Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward and fulfillment, thus encouraging them to persist and endure in their quests. Recently, this motivational power has started to be applied to non- game contexts, a practice known as Gamification. This adds gaming elements to non-game processes, motivating users to adopt new behaviors, such as improving their physical condition, working more, or learning something new. This paper describes an experiment in which game-like elements were used to improve the delivery of a Master's level College course, including scoring, levels, leaderboards, challenges and badges. To assess how gamification impacted the learning experience, we compare the gamified course to its non-gamified version from the previous year, using different performance measures. We also assessed student satisfaction as compared to other regular courses in the same academic context. Results were very encouraging, showing significant increases ranging from lecture attendance to online participation, proactive behaviors and perusing the course reference materials. Moreover, students considered the gamified instance to be more motivating, interesting and easier to learn as compared to other courses. We finalize by discussing the implications of these results on the design of future gamified learning experiences.
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Cites
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
What Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
What video games have to teach us about learning and literacy
Gee, J. P. (2003) · Computers in Entertainment · doi:10.1145/950566.950595 · Cited by 5,735
A Measure of College Student Course Engagement
Handelsman, M. M., Briggs, W. L., Sullivan, N., & Towler, A. (2005) · The Journal of Educational Research · doi:10.3200/joer.98.3.184-192 · Cited by 857
Glued to Games: How Video Games Draw Us In and Hold Us Spellbound
Rigby, S., & Ryan, R. M. (2011) · doi:10.5040/9798400658105 · Cited by 362
Cited by
The effect of gamification on motivation and engagement
Alsawaier, R. S. (2018) · The International Journal of Information and Learning Technology · doi:10.1108/ijilt-02-2017-0009 · Cited by 887
Gamification of Education: A Review of Literature
Nah, F. F.-H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014) · Lecture Notes in Computer Science · doi:10.1007/978-3-319-07293-7_39 · Cited by 477
Yildirim, I. (2017) · The Internet and Higher Education · doi:10.1016/j.iheduc.2017.02.002 · Cited by 320
Groening, C., & Binnewies, C. (2019) · Computers in Human Behavior · doi:10.1016/j.chb.2019.02.026 · Cited by 249
(2016) · The Electronic Journal of e-Learning · Cited by 195
Metadata
- Authors
- Barata, G., Gama, S., Jorge, J., & Goncalves, D.
- Venue
- 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)
- Publisher
- IEEE
- Published
- 2013-09
- Pages
- 1-8
- OpenAlex
- W1968464183
- Cited by
- 312
- References
- 5
- FWCI
- 44.65
- Type
- conference paper
- Language
- en
- Open access
- closed
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- Barata, G., Gama, S., Jorge, J., & Goncalves, D. (2013). Engaging Engineering Students with Gamification. 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). https://doi.org/10.1109/vs-games.2013.6624228
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