Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

Sandra Gama, Assistant Professor at ISTEC

Media

PDF

To cite this article

Sandra Gama, Gamification in Higher Education: Gamifying an Engineering Course DOI: 10.31112/kriativ-tech-2021-10-55

Abstract

Research has shown that games have the potential to improve motivation, encouraging players to fulfill their quests. The process of adopting game elements in non-gaming contexts is known as gamification and has been successfully used in a variety of settings. Leveraging on this, we gamified an engineering course, including classical game elements such as leaderboard, experience points and levels. Results were very encouraging, showing increased involvement, participation, fun, motivation and satisfaction.

Keywords

Gamification, Gamification in Education, Gamified Learning, Student Engagement.

References

J. Chen, J. “Flow in games (and everything else),” Commun. ACM, vol. 50, pp. 31–34, 2007.Csikszentmihalyi, M. Flow: The psychology of optimal experience. Harper Perennial, 1991.Coller, B. and Shernoff, D. “Video game-based education in me- chanical engineering: A look at student engagement,” Interna- tional Journal of Engineering Education, vol. 25, no. 2, pp. 308–317, 2009.Mcclean, P., Saini-Eidukat, B., Schwert, D., Slator, B. and White, A. “Virtual worlds in large enrollment science classes significantly improve authentic learning,” in Proceedings of the 12th International Conference on College Teaching and Learning, Center for the Advance- ment of Teaching and Learning, 2001, pp. 111–118.Deterding, S., Dixon, D., Khaled, R., and Nacke, L. “From game design elements to gamefulness: defining “gamification”,” in Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments, vol. Tampere, F. ACM, 2011, pp. 9–15.Sheth, S., Bell, J. and Kaiser, G., “Halo (highly addictive, socially optimized) software engineering,” in Proceeding of the 1st international workshop on Games and software engineering, ser. GAS, vol. 11, 2011, pp. 29–32.Inbar, O., Tractinsky, N., Tsimhoni, O., and Seder, T. “Driving the scoreboard: Motivating eco-driving through in-car gaming,” in Proceedings of the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. ACM, 2011.Brauner, P., Calero Valdez, A., Schroeder, U., and Ziefle, M. “In- crease physical fitness and create health awareness through exer- games and gamification,” in Human Factors in Computing and In- formatics, ser. Lecture Notes in Computer Science, A. Holzinger, M. Ziefle, M. Hitz, and M. Debevc, Eds. Springer Berlin Heidel- berg, 2013, vol. 7946, pp. 349–362Denny, P. The effect of virtual achievements on student engagement, in: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI ’13, ACM, New York, NY, USA, 2013, pp. 763–772.Domínguez, A., Saenz-de Navarrete, J., de Marcos, L., Fernández-Sanz, L. Pagés, C. and Martínez- Herráiz, J.-J. Gamifying learning experiences: Practical implications and outcomes, Computers & Education 63 (0) (2013) 380 – 392.Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2017). Studying student differentiation in gamified education: A long-term study. In Computers in Human Behavior, vol. 71, pp. 550-585. Elsevier.Sheldon, L. The Multiplayer Classroom: Designing Coursework as a Game. Course Technology PTR, 2011.Holman, C., Aguilar, S. and Fishman, B., Gradecraft: what can we learn from a game-inspired learning management system, in: Proceedings of the Third International Conference on Learning Analytics and Knowledge, ACM, 2013, pp. 260–264.Aguilar, S., Fishman, B. and Holman, C., Leveling-up: Evolving game-inspired university course design, in: Games+Learning+Society, University of Wisconsin-Madison. Madison, WI., 2013.Cheong, C., Cheong, F. and Filippou, J., Quick quiz: A gamified approach for enhancing learning, in: Pacific Asia Conference on Information Systems, 2013.Legaki, N., Xi, N., Hamari, J., Karpouzis, K. and Assimakopoulos, V., The effect of challenge-based gamification on learning: An experiment in the context of statistics education, International Journal of Human-Computer Studies, Volume 144, 2020, 102496, ISSN 1071-5819.Putz, L.M., Hofbauer, F. and Treiblmaier, H. Can gamification help to improve education? Findings from a longitudinal study, Computers in Human Behavior,Volume 110, 2020,106392, ISSN 0747-5632.Chorianopoulos, K. Giannakos, M. and Chrisochoides, N.. Design Principles for Serious Games in Mathematics. In Proceedings of the 18th Panhellenic Conference on Informatics (PCI '14). ACM, New York, NY, USA, 1–5. 2014Campbell, J. The hero's journey: Joseph Campbell on his life and work (Vol. 7). New World Library, 2003.Nacke, L., Bateman, C. and Mandryk, R., Brainhex: A neurobiological gamer typology survey. Entertainment Computing 5. 2013.