Cited by 106Educational Games and GamificationDigital Games and MediaEducation and Technology Integration

Using Gamification to Motivate Students with Dyslexia

Gooch, Daniel, Vasalou, Asimina, Benton, Laura, Khaled, Rilla·2016·Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems

Abstract

The concept of gamification is receiving increasing attention, particularly for its potential to motivate students. However, to date the majority of studies in the context of education have predominantly focused on University students. This paper explores how gamification could potentially benefit a specific student population, children with dyslexia who are transitioning from primary to secondary school. Two teachers from specialist dyslexia teaching centres used classDojo, a gamification platform, during their teaching sessions for one term. We detail how the teachers appropriated the platform in different ways and how the students discussed classDojo in terms of motivation. These findings have subsequently informed a set of provisional implications for gamification distilling opportunities for future pedagogical uses, gamification design for special education and methodological approaches to how gamification is studied.

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Crossref · 10.1145/2858036.2858231

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47 of 47 references verified0 citation errors · 0 not checkable

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  • Motivation is not a unitary phenomenon; different people may have different types and amounts of motivation, which can be shaped by the activity they are undertaking.

    “While gamification strives at its core to increase motivation, yet motivation is not a unitary phenomenon - different people may have different types and amounts of motivation, which can be shaped by the activity they are undertaking (Gooch et al., 2016).”

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Authors
Gooch, D., Vasalou, A., Benton, L., & Khaled, R.
Affiliations
  • The Open University (GB)
  • University of London (GB)
  • Concordia University (CA)
Venue
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
Publisher
ACM
Published
2016-05-07
Pages
969-980
OpenAlex
W2290174562
Cited by
106
References
47
Citations by year
2026: 7 · 2025: 12 · 2024: 14 · 2023: 14 · 2022: 14 · 2021: 12 · 2020: 16 · 2019: 11 · 2018: 3 · 2017: 2 · 2016: 1
FWCI
16.03
Type
conference paper
Language
en
Open access
closed
Locations
  • CHI Conference on Human Factors in Computing Systems (publishedVersion)
  • Open Research Online (The Open University) (acceptedVersion)
  • UCL Discovery (University College London) (submittedVersion)
Funders
European Commission (318803)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Education › Education and Technology Integration
Keywords
gamification, dyslexia, student motivation, ClassDojo, transition to secondary school, special education, gamification design, children with learning difficulties

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