GAMIFICATION ELEMENTS AND ITS IMPACT ON STUDENTS

Authors

  • Sharifah Mazlina Syed Khuzzan Department of Quantity Surveying, International Islamic University Malaysia
  • Nur Syazwani Mohd Yushaa Department of Quantity Surveying, International Islamic University Malaysia
  • Mahanim Hanid Department of Quantity Surveying, International Islamic University Malaysia

DOI:

https://doi.org/10.32890/jtom2021.16.2.6

Keywords:

Game, Learning, Student

Abstract

This study reviewed past research with regards to gamification and to propose a conceptual framework model by mapping the relationships between gamification elements and its impacts towards university students’ learning outcomes. This paper synthesized the extant literature on gamification elements by conducting a review of the literature on gamification in the context of students’ learning in higher education. This paper has highlighted the gamification elements i.e. composed by rewards, feedback, points, badges, leaderboards, levels, progress bar, challenges and avatar that shown to influence and positively affecting students’ learning experience in Higher Education Institutions (HEIs) especially in improving their level of motivation, aid in engagement, improving result and achievement as well as inducing positive learning attitude. Investigating the impact of gamification elements means understanding under what circumstances gamification can be implemented to stimulate positive student’s learning behaviour in HEIs thus maximizing the use of gamification as an innovative approach of a new educational technology tool in teaching and learning. The findings of this paper provide reference for practitioners in mechanism design to encourage full potential of the implementation of gamification by manipulation of various element in gamification to support an interactive and conducive learning experience.

Metrics

Metrics Loading ...

References

Abramovich, S., Schunn, C., & Higashi, R. M. (2013). Are badges useful in education?: It depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61(2), 217-232.

Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis. Journal of Information Technology Education: Research, 18, 395-417.

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology.

Appleton, J. J., Christenson, S. L., & Furlong, M. J. (2008). Student engagement with school: Critical conceptual and methodological issues of the construct. Psychology in the Schools, 45(5), 369-386.

Aşıksoy, G. (2018). The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements and perception in a physics course. Quality & Quantity, 52(1), 129-145.

Baard, P. P., Deci, E. L., & Ryan, R. M. (2004). Intrinsic Need Satisfaction: A Motivational Basis of Performance and Weil-Being in Two Work Settings1. Journal of Applied Social Psychology, 34(10), 2045–2068.

Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013, October). Improving participation and learning with gamification. In Proceedings of the First International Conference on gameful design, research, and applications (pp. 10-17).

Basten, D. (2017). Gamification. Ieee Software, (5), 76-81.

Boss, S. (2009). Edutopia. Retrieved from Avatars teach teens about self-image: https://www.edutopia.org/avatars

Bunchball, Inc. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper, 9.

Butler, B., & Bodnar, C. (2017). Establishing the Impact that Gamified Homework Portals Can Have on Students' Academic Motivation.

Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), 2.

Craven, D. (2015). Gamification in virtual worlds for learning: a case study of PIERSiM for business education. In Gamification in education and business (pp. 385-401). Springer, Cham.

Cronk, M. (2012). Using gamification to increase student engagement and participation in class discussion. In EdMedia+ Innovate Learning (pp. 311-315). Association for the Advancement of Computing in Education (AACE).

Davis, K., Sridharan, H., Koepke, L., Singh, S., & Boiko, R. (2018). Learning and engagement in a gamified course: I nvestigating the effects of student characteristics. Journal of Computer Assisted Learning, 34(5), 492-503.

De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & education, 75, 82-91.

Denden, M., Tlili, A., Essalmi, F., & Jemni, M. (2017, December). An investigation of the factors affecting the perception of gamification and game elements. In 2017 6th international conference on Information and Communication Technology and Accessibility (ICTA) (pp. 1-6). IEEE.

Denny, P., McDonald, F., Empson, R., Kelly, P., & Petersen, A. (2018, April). Empirical support for a causal relationship between gamification and learning outcomes. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (pp. 1-13).

Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428).

Ding, D., Guan, C., & Yu, Y. (2017). Game-Based learning in tertiary education: A new learning experience for the Generation Z. International Journal of Information and Education Technology, 7(2), 148.

Ding, L., Er, E., & Orey, M. (2018). An exploratory study of student engagement in gamified online discussions. Computers & Education, 120, 213-226.

Ding, L., Kim, C., & Orey, M. (2017). Studies of student engagement in gamified online discussions. Computers & Education, 115, 126-142.

DomíNguez, A., Saenz-De-Navarrete, J., De-Marcos, L., FernáNdez-Sanz, L., PagéS, C., & MartíNez-HerráIz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & education, 63, 380-392.

Firas Layth, K., Noraidah, S., Tengku Siti Meriam, T., W., & Amirah, I. (2016). Gamification elements for learning applications. International Journal on Advanced Science, Engineering and Information Technology, 6(6), 868-874.

Fischer, H., Heinz, M., Schlenker, L., & Follert, F. (2016). Gamifying higher education. Beyond badges, points and Leaderboards. Knowledge Communities in Online Education and (Visual) Knowledge Management, 93.

Francisco-Aparicio, A., Guti'errez-Vela, F., Isla-Montes, J., & Sanches, J. (2013). Gamification:Analysis and application. In V. Penichet, New trends in Interaction, Virtual Reality and Modeling, Human Computer Interaction Series (pp. 113-126). London: Springer-Verlag.

Fu, Y. C. (2011). The game of life: Designing a gamification system to increase current volunteer participation and retention in volunteer-based non-profit organizations. Undergraduate Student Research Awards. Paper 2. Retrieved January 24, 2014, from http://digitalcommons.trinity.edu/ infolit_usra/2]

Gåsland, M. M. (2011). Game mechanic based e-learning: A case study (Master's thesis, Institutt for datateknikk og informasjonsvitenskap).

Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2013). Digital badges in education. Education and Information Technologies, 20(2), 403-410.

Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners. In Edmedia+ innovate learning (pp. 1999-2008). Association for the Advancement of Computing in Education (AACE).

Gnauk, B., Dannecker, L., & Hahmann, M. (2012). Leveraging gamification in demand dispatch systems. Proceedings of the 2012 Joint EDBT/ICDT Workshops (pp. 103–110).

Goshevski, D., Veljanoska, J., & Hatziapostolou, T. (2017). A review of gamification platforms for higher education. In Proceedings of the 8th Balkan Conference in Informatics (pp. 1-6).

Hakulinen, L., Auvinen, T., & Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. In 2013 Learning and teaching in computing and engineering (pp. 47-54). IEEE.

Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in human behavior, 71, 469-478.

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80, 152-161.Jackson, M. (2016). Gamification elements to use for learning. Tersedia di https://trainingindustry. com/articles/content-development/gamificationelements-to-use-for-learning/[Diakses pada 11 September 2018].

Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92, 221-236.

Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254-272.

Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31.

Khaleel, F. L., Ashaari, N. S., Meriam, T. S., Wook, T., & Ismail, A. (2016). The architecture of dynamic gamification elements based learning content. Journal of Convergence Information Technology, 11(3), 164-177.

Kingsley, T. L. & Grabner-Hagen, M.M. (2015). Gamification: Questing to integrate content, knowledge, literacy, and 21st-century learning. Journal of Adolescent & Adult Literacy, 51-61. Retrieved from http://doi.org/10.1002/jaal.426

Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.

Koivisto, J. &. Hamari (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179–188. Retrieved from http://doi.org/10.1016/j.chb.2014.03.007

Kuo, M. S., & Chuang, T. Y. (2016). How gamification motivates visits and engagement for online academic dissemination–An empirical study. Computers in Human Behavior, 55, 16-27.

Landers, R. N., & Callan, R. C. (2011). Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In Serious games and edutainment applications (pp. 399-423). Springer, London.

Leaning, M. (2015). A study of the use of games and gamification to enhance student engagement, experience, and achievement on a theory-based course of an undergraduate media degree. Journal of Media Practice, 16(2), 155-170. Retrieved from http://doi.org/10.1080/14682753.2015.1041807

Leemkuil, H., Jong, T., & Ootes, S. (2000). Review of educational use of games and simulations No. Project number IST-1999-13078. University of Twente: KITS consortium, IST fi fth framework programme.

Lister, M. (2015). Gamification: The effect on student motivation and performance at the post-secondary level. Issues and Trends in Educational Technology, 3(2).

Liu, Y., Alexandrova, T., & Nakajima, T. (2011). Gamifying intelligent environments. Proceedings of the 2011 International ACM Workshop on Ubiquitous Meta User Interfaces (pp. 7–12). Scottsdale, AZ.

Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5(4), 333-369.

McNamara, D. S., Jackson, G. T., & Graesser, A. (2010). Intelligent tutoring and games (ITaG). In Gaming for classroom-based learning: Digital role playing as a motivator of study (pp. 44-65). IGI Global.

Measles, S., & Abu-Dawood, S. (2015). Gamification: Game–based methods and strategies to increase engagement and motivation within an elearning environment. In Society for Information Technology & Teacher Education International Conference (pp. 809-814). Association for the Advancement of Computing in Education (AACE).

Mekler, E. D., Brühlmann, F

Downloads

Published

29-12-2021

How to Cite

Syed Khuzzan, S. M. ., Mohd Yushaa, N. S. ., & Hanid, M. . (2021). GAMIFICATION ELEMENTS AND ITS IMPACT ON STUDENTS. Journal of Technology and Operations Management, 16(2), 62–75. https://doi.org/10.32890/jtom2021.16.2.6