Abstract: Introduction This research will be based the use of digital games for the purpose of digital learning in the education system. The introduction part will provide with a background of this research. Problem statement will be highlighted followed by the purpose of this research. In the next sections, the methodology part will be highlighted which will indicate the methods of data collection and analysis. In the next sections, the results and analysis will be provided based on the data collection that will be conducted for this research. This chapter will end with the conclusions and the discussion. The discussion part will also include the future research that will be conducted after this research. This research will thus help in providing an overview of the problems of digital learning games and the suitable methods that can solve the problems. Literature Review This chapter, we focus specifically on digital instances of gamification in line with the purposes of the volume. This chapter also will focus on introducing basic terms and psychological effects of popular gamification tools of today’s world. There are many sites now that use gamification on even the most basic activities. Even things like completing your profile can be gamified. There are also things outside of computer world that can be gamified. The databases used for this research were the Science Direct, IEEE Xplore, and Springer,usingaskeywordstheterms"GamificationEducation"and"Gamification Framework", with a total of 612 articles being found. From these articles, the title, abstract and keywords were analyzed and, after that, a screening was done using as a reference an adaptation of the systematic mapping process. Methodology Anexploratoryresearchwascarriedout,consistingofthestudy ofmaterialalready elaborated so as to have a greater familiaritywith the problem, with a view to the improvement of ideas or the discovery of intuitions. The intension of this rerearch to determine students’ views about the gamification of educational processes, Q methodology, which contains an arrangement of quantitative and qualitative data collection processes, was used. 1
In case of primary data, quantitative data is collective the participants of the study consisted of 34 sophomores in elementary mathematics education in Faculty of Education, London who volunteered to participate in the Q methodology implementation. The qualitative data is collected from interviews conducted with professors from different areas of research of the Digital Systems and Media program at the King's College London, in order to have their opinion on the structure of the framework, as well as suggestions for improving it. In case of secondary data collection, after the screening, 145 articles were selected, which went through a new screening involving the reading of the abstracts, introduction and conclusion, to again apply the previous inclusion and exclusion criteria, resulting in a subset of 110 primary studies. Data Analysis This chapter will focus on introducing basic terms and psychological effects of popular gamificationtoolsoftoday’sworld.Thepresentresearch,conductedwithQ methodology, aimed to determine how the gamification of the educational process is perceived by students and whether the students’ views unify around a common ground regarding the concept of gamification, and to highlight the prominent elements of gamification. Conclusion and Reccomendation This research proposes a procedure for the gamification of the educational processes according to findings. According to the findings, the participants have a collective positivethoughtabouttheeducationalgamificationprocedure.Theprominent elements of this process are logic of the process, emotions towards the procedure, advancement structure, achievement points, and badges. Therefore, it can be asserted that dynamics and mechanics, like the invisible part of an iceberg, have a greater importance in the procedure, though components are in the public eye. In other words, the use of components alone without the dynamics and the mechanics cannot be considered as gamification 2
Table of Contents List of Table...............................................................................................................................4 Chapter 1: Introduction:.............................................................................................................5 1.1 Background of the research:.............................................................................................5 1.2 Problems statement:.........................................................................................................6 1.3 Research Questions..........................................................................................................7 1.4 Purpose of the research:...................................................................................................7 1.5 Perspective:......................................................................................................................8 1.6 Delimitations....................................................................................................................8 1.7 Definitions:.......................................................................................................................8 1.8 Frame of reference:..........................................................................................................8 1.9 Methodology:...................................................................................................................9 1.9.1 Research design:........................................................................................................9 1.9.2 Data collection:.........................................................................................................9 1.9.2 Data analysis:............................................................................................................9 1.9.3 Results/Empirical findings:.......................................................................................9 1.9.4 Analysis:..................................................................................................................10 1.10 Structure of the Research.............................................................................................10 1.11 Conclusions:.................................................................................................................10 Chapter 2: Literature Review...................................................................................................11 2.1 Introduction....................................................................................................................11 2.2 Gamification: Definition and Delineation......................................................................12 2.3 Mechanisms of Influence...............................................................................................13 2.4 Applications in the Real World......................................................................................15 2.4.1 Educational Applications of Gamification..............................................................15 2.4.2 Gamification in training..........................................................................................17 2.5 Perspectives on Gamification.........................................................................................18 2.6 Prospects for Future Research........................................................................................19 2.7 Related work..................................................................................................................21 2.8 Conclusion and Recommendations................................................................................23 Chapter 3: Research Methodology...........................................................................................25 3.1 Introduction....................................................................................................................25 3.2 Conceptual Framework for Gamification......................................................................25 3
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3.2.1 Feedback Layer.......................................................................................................26 3.2.2 Activities Layer.......................................................................................................27 3.2.3 Pedagogical Layer...................................................................................................27 3.2.4 Narrative Layer.......................................................................................................27 3.2.5 Motivational Layer..................................................................................................28 3.3 Research Design.............................................................................................................28 3.4 Data collection methods.................................................................................................29 3.5 Sample population..........................................................................................................29 3.6 Application for Q Methodology.....................................................................................30 3.7 Ethical Consideration.....................................................................................................31 Chapter 4: Data Analysis..........................................................................................................32 4.1 Quantitative Research....................................................................................................32 4.2 Qualitative Research......................................................................................................39 4.3 Summary........................................................................................................................42 Chapter 5: Conclusion and Recommendations........................................................................48 5.1 Introduction....................................................................................................................48 5.2 Linking Objectives.........................................................................................................48 5.3 Discussion......................................................................................................................53 5.4 Recommendations..........................................................................................................55 Reference..................................................................................................................................57 Appendix 1: Q-Methodology Item...........................................................................................61 Appendix 2: Conceptual Framework.......................................................................................62 Appendix 3: Distribution schema between the edges..............................................................62 Appendix 4: Qualitative Analysis............................................................................................63 List of Table Table 1: Q Methodology Items................................................................................................30 Table 2: FactorLoadingsTable............................................................................................32 Table 3: Z Values and the Order of Importance of the Items..........................................33 Table 4: The Average Z Values Concerning the Elements of Gamification.................35 4
Chapter 1: Introduction: 1.1 Background of the research: In the recent years, use of digital games for the purpose of learning has become highly popular among the students.With the help of digital games, it has been possible to the lecturers to provide their students with advanced learning methods in which students are able to visualize the environment which are required for their learning purpose (Clark, Tanner- Smith & Killingsworth, 2016). Digital games are created on the basis of different subjects and through which students are required to play those to understand the concepts of the education. For example, in case of management studies, students can play these games which help them to learn about different processes in organizations such as operation management, supply chain management and others. According to author Kuhn (2018), these are also considered as serious games as these games help the students to get engaged with their studies effectively. With the help of virtual characters, they can use different techniques to complete various tasks which are part of their education courses. Often these are considered as the simulation techniques which can be highly beneficial in the process of learning about different educational environment. Students playing these games are provided with different goals and challenges which they need to tackle in the process of completing the stages of the games successfully. They can also view the status of the results of the games which they can make use to learn different techniques in the process of real world learning. With the help of technologies such as augmented and virtual realities, the features of these games have been enhancedintherecentyears(CaberoAlmenara&Barroso,2016).Theadvanceof information and communication technologies significantly affected the current view of pedagogical approaches used in the teaching-learning process, promoting the transformation ofrepetitiveandbehavioralapproachestoadaptiveapproachesthatincludesactive participation and collaboration between students. Because of this, the traditional model of teaching, based on a unique approach for all cases, is no longer appropriate to meet the growing needs of students, since the learning process does not follow this linear method. As a way to oppose the problems mentioned, several educational approaches and support tools were developed to increase the engagement of students regarding the process of learning, creating a large field of research dedicated to educational games, which are not often used in classrooms due to obstacles related to the high cost of development, use of resources and the difficultyofbalancingpedagogicalandentertainmentobjectives.Inthiscontext, 5
gamification, usually defined as the use of game design elements in contexts that are not games, enters as a simple low cost alternative to motivate students that are increasingly unmotivated with the current educational system. To contribute to the development of motivational ludic pedagogical approaches in the higher education, this work aims to develop a conceptual framework, characterized as a non-formal structure with diverse ideas and concepts that culminate in a series of reasons to adopt the points presented, grounded in conceptsused indifferentframeworks, modelsand case studiesto guidethe use of gamification for education in the higher education. This research will analyze the different of these digital games and these can help in enhancing the education systems for the students. Let us take look at most common and used things in gamification. It is a so called triad with an acronym – PBL. This acronym stands for Points, badges and leader-boards and it is heavily associated with gamification. Some people even go as far as not considering something as gamified unless it contains all of these elements. Points are the smallest currency you earn for doing some predefined actions – like visiting a website, voting in a poll or taking part in some activity. As one can accumulate these points, one can either spend them in various ways, for example for extra privileges or virtual items. These points can also help you to level up – meaning to gain a level. As levels increase you might get access to some special areas or activities. On the second place – badges, these are usually an award that serves no other purpose than to show you have accomplished something. They are a sort of an achievement, and many times come with an exclusive fancy image. This can be to a certain degree dangerous, because it leads people away from intrinsic motivation towards extrinsic, and this kind of motivation does not last long. Leader-boards are rankings of players depending on some criteria - it can be level leader-board, activity leader-board or some other kind of leader-board. These rankings are very powerful motivators for people who like competition. These PBLs can take various form and they are successfully used all around the internet with new and old websites trying to adapt something from this schematic every day. On the other hand, the users can start to lose interest, mainly in badges, when every websites tries to drown them in activities to do with associated badges to earn. 1.2 Problems statement: Proper application of these digital games for the purpose of learning is still a concern as the educational institutes face challenges to get adapted with the modern technologies which result in ineffective learning for the students. 6
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1.3 Research Questions The research questions are pointed below What are the principles of gamification? How the practical uses of gamification influence the performance of the student in Educational Environment? What are the features needs to considered in application of Gamification in educational environment to improve overall performance? 1.4 Purpose of the research: The problems that lie in the application of these digital learning games are the basically the efficient techniques that can be used by the students which can differ according to the choice of the games. Universities or education institutes often fail to provide their students with the effective games which can help them to enhance their learning processes. Along with this, often teachers do not have the skills or knowledge to help their students to get adapted with the new technologies that are required to play these games. Another problem lies in the fact that many of the existing games are not efficient or useful enough to help the students learn their subjects with efficiency. Games bring to mind fun and having a good time. Even the thought of the word game puts smiles on people's faces. Several definitions have been made regarding the concept of game as “an adaptation process,” “a bridge between the real and imagined,” or “a social enterprise.” It is a significant element of human life, especially at early ages. In fact, the findings of developmental psychology, educational psychology, and psychology of learning reveal that the games are the most important occupation of a child during this period of life (Koçyiğit, Tuğluk, & Kök, 2007). Although there is a prevailing belief that games are specific to children, games are in fact played by people of all ages at all periods of life. Examples include javelin played by the ancestors of Turks, chess played for centuries, and football, the most popular game of the contemporary world. Johan Huizinga draws attention with Homo Ludens to humans who play, not the ones who think. In his book, Huizinga (1949) highlights the cultural aspect of games and their position in the evolution of culture. As technology rapidly develops, games play an active role in the change and renewal processes of social structures. This research will analyze these problems through various literature based on the subject and also make use of those to identify the suitable processes which can help in mitigating these problems to perfection. 7
1.5 Perspective: The problems that have been identified for this research will be analyzed through the perspectives of different authors and their articles and journals. With the help of secondary resources, it will be possible to collect data based on the perspectives on the problems and the effective methods which can help in solving these problems. 1.6 Delimitations: Thisresearchwillcollectprimaryandsecondarydataandtherefore,therealworld perspectives of these problems will be analyzed. This research will also analyze the scientific data based on the secondary resources. Moreover, the perspectives of the students or the faculties of the educational institutes will not be the part of the methodology that will be applied for this research. The delimitation of this study is based on the limited data that will be used as the part of this research on digital games for learning. 1.7 Definitions: In this research, the concept will be based on the modern digital learning methods which are used as the games. In the modern concepts of learning, digital games are highly innovative and beneficial for the students as they help them to perceive the real world experience which is not present in the traditional modes of learning (Gros, 2015). In this regard, the definition of the concept of gamification is highly effective and provides the principles by which these games are used by the educational institutes for the purpose of education. 1.8 Frame of reference: This theory is based on the design of investigation as this will investigate the main problems associated with the application of digital games and the processes by which different steps and strategies can be used to mitigate the problems with effectiveness. In this process, the theory will focus on the issues that the students and teachers face while utilizing the digital learninggamesandtheprocessesthattheycanapplytomitigatetheproblemsfor implementing the effective learning process. The theory that will be used in this research will be used to interpret the data that will be helpful in the aspect of finding different processes ore strategies which can be used for the purpose of effective application of digital learning games in the education. 8
1.9 Methodology: 1.9.1 Research design: The philosophy that will be used for conducting this research will be positivism one as the focus will be on finding relevant data or information which can help in developing suitable strategies to make use of the application of digital games with success. The research approach will be deductive one as well (Antwi & Hamza, 2015). This is because with the help of the data, the main hypothesis for this research will be deducted to receive the relevant data that will useful to generate proper findings. Qualitative approach will be used for this research in the process of collecting detailed perspectives which will be highly useful in the purpose of analysis in the later stages of this research (Connelly, 2016). Quantitative approach will be used as well which will help in collecting the data which will based on numeric data and this will help in conducting proper analysis with that of the qualitative data. 1.9.2 Data collection: In the method of data collection, primary and secondary resources will be used and in this process, relevant and useful data will be collected from various articles and journals which will be based on this topic. As discussed above, the methods of data collection will be qualitative as well as quantitative one and this will be helpful in the process of collecting the relevant findings. 1.9.2 Data analysis: The data analysis of the research will be conducted with the help of proper sampling of data that will be collected from the secondary resources. The data that will be collected will be sampled separately by dividing the quantitative and qualitative data.These data will be compared in the process of generating proper findings of this research. 1.9.3 Results/Empirical findings: The result of the data collection and analysis is based on the problems that arrive during the proper application of the digital gaming processes in the education. The problems lie from the fact that in many educational institutes, proper infrastructures and facilities are not available to implement the digital games efficiently and secondly, the teachers and the students do not possess the required skills or knowledge to utilize these advanced methods of learning with success. 9
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1.9.4 Analysis: By conducting the analysis on the collected data, it has been found that most of the collected secondary resources focus on the efficient use of the digital education games. In the last few years, the usefulness of these games have evolved and improved with the help of modern technologies, however, in most of the scenarios, educational institutes have failed to utilize these games with significance and this has brought in many constraints in the process of application of these games for the students and the teachers. 1.10 Structure of the Research This dissertation is divided into 5 chapters namely Introduction, Literature Review, Research Methodology, Data Collection and Analysis, and Conclusions and Recommendations. This structure is based on ideal dissertation structure and is the most effective for this study as it covers a broad topic such as impact of gamification. 1.11 Conclusions: This chapter is the introductory part of this research and provided a background of the research. The research problem has been also derived in this chapter. The purpose of this research has been highlighted followed by the perspectives for conducting this research. The methodology part helped in finding the methods by which research will be conducted in this study. In this process, the methods of data collection and analysis have been also highlighted. In the next sections, the results and analysis of the collected data have been highlighted in brief which will be discussed in details in the next chapters of this research. The findings of this research will help in conducting future researches based on this topic. In this process, the future research will be conducted on how the strategies that would be derived from the findings will be useful in the process of making the process of digital games useful for the students. The analysis that will be conducted will be based on the data that will be useful in deriving proper findings of the research followed by the methods by which the application of these games can be highly effective for the educational institutes which use the digital learning methods for the students. 10
Chapter 2: Literature Review 2.1 Introduction Gamification can be well-defined as the application of gaming mechanics, such as points or achievements, in non-game contexts (Deterding et al., 2011a; 2011b). By applying gaming elements in such contexts, users’ motivation and subsequent behaviors are directed toward desirable user–machine interactions. While the term’s origins date back to the early 2000s (WerbachandHunter,2012),gamificationdidnotgainwidespreadattentionwithin professional and academic circles until close to a decade later, when it became apparent that gameprinciplesandtechniquesweregrowingincreasinglypopularinvarioussocial, academic and professional settings; the term first appeared in Google trend indexing in late 2010 (Google, 2015). The following year, Gartner, a research and advisory firm, expected that over 70 percent of Global 2000 companies would incorporate gamification in at least one process by the year 2014 (Gartner, 2011) and Markets and Markets, a market research firm, forecast that the gamification market would total $5.5 billion annually by 2018 (2011). However, the next year brought a more dismal outlook, with Gartner predicting that 80 percent of gamified applications would flounder by 2014, failing to meet the business goals for which they were developed. While research into the effectiveness of gamification in meeting business and societal goals has produced mixed findings (for example, Domínguez et al., 2013), the method has clearly maintained popularity; in 2014, Training Industry, Inc., a market intelligence firm, estimated the revenue for gamification-related training services to be $274 million globally (Training Industry, Inc., 2015). Further evidence comes from the plethora of gamification examples found in business, educational and social settings. For example, it is not uncommon to find gaming elements incorporated into popular social networking applications (for example, Facebook, LinkedIn, Twitter). Moreover, gamification hasbeenappliedinacademicsettingsrangingfrompre-kindergartenthroughpost- baccalaureate education (Caponetto et al., 2014). Common workplace contexts in which gamification has been used include organizational training and development initiatives, employee selection programs and employee engagement programs (DuVernet and Popp, 2014). Gamification has established a diverse reviews; while some strongly praise its significance as a renewed approach to stimulating individuals’ creativity, learning and other productive behaviors (for example, Burke, 2013; 2014), others criticize the technique, highlighting the 11
potential for exploitation (for example, Bogost, 2011) and mixed results related to its effectiveness. The growth of consumer electronics in daily life and the increasing amount of time that individuals devote to various forms of game-like interaction on digital devices, such as tablets and smartphones, suggests that the role of gamification should not be so easily dismissed as a temporary fad. Rather, gamification must be considered seriously by both academics and practitioners as a way to gain insights into the nature of human–computer interaction and, more generally, into the transformative effects of the growing presence of digital artifacts in society. This chapter aims to critically assess gamification in an era of digital transformation, placing it in the contexts of both academic research and practical applications. The chapter begins with a delineation of the concept, providing detail on the defining elements of gamification. 2.2 Gamification: Definition and Delineation The arena of gamification has agonized from a dearth of consent on the definition of its core concept (Deterding et al., 2011a; Fuchs et al., 2014; Walz and Deterding 2014). Some definitions limit gamification to digital applications of gaming mechanics (for example, Domínguez et al., 2013), while others argue that this definition is too narrow (for example, DuVernet, in press). We believe that non-digital systems can be gamified; however, for the purposes of this chapter, we focus specifically on digital instances of gamification in line with the purposes of the volume. Furthermore, we can coincide with earlier works (DuVernet and Popp, 2014; Kapp, 2014), which fact to features that separate gamification from other related conceptions (for example, seriousgamesandsimulations).Thesefeaturesincludethetimeintervalinwhich gamification operates, the users’ experience, and the purposes or desired outcomes of the technique. Gamified contexts typically influence behavior through the cultivation of longterm user engagement; in contrast, games and simulations usually include a clear beginning and end. Users are generally cognizant of their participation in games and simulations while gamification elements are generally less salient to users, acting as enhancements to the context with which they are interacting. Finally, while gamification is typically layered over an existing program or context as a motivational mechanism to encourage user participation, games and simulation often act as the primary purpose for engagement. 12
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2.3Mechanisms of Influence When gamification introduces elements from a game into real life, it also has to introduce some kind of reward that people/players will earn, when they are successful in fulfilling the objectives, or beating the challenges they will be presented with. Most of the time these rewards have no physical form, you only earn respect or admiration if you are high-ranked on a certain leader-board, or you can get access to special features when you have reached a high enough level, or maybe even alter the game/site when reaching certain criteria. Not to be dwarfed though, hunger for fame, admiration and respect is powerful motivation for the human mind and can create the biggest intrinsic motivations there is. People want to be famous and the competition and leader-boards in work/school can provide them with such opportunity.Numerous motivational theories provide a supportive lens through which the impact of gamification on behavior can be interpreted. Within the frame of these theories, gamification acts to modify user attitudes and behaviors through a number of psychological mechanisms including goal setting, intrinsic motivation, competition and social collaboration. Each of the aforementioned gaming elements provide feedback, recognition of achievement, and indications of status, creating competition amongst users and/or encouraging cooperation and social collaboration. For example, points provide immediate feedback to users on their performance by rewarding the user when they perform certain desired behaviors or activities. The combination of points and leaderboards creates a competitive environment, making users’ relative standing within groups or across the population of users salient. Similarly, badges offer performance feedback and encourage social comparisons and competition; users are able to view others’ badges by reviewing their user information or profiles and displaying their own achievements in this way. Further, badges, points and leaderboards enact a goal setting mechanism. By providing explicit or implicit details about the activities or tasks that will result in rewards these elements serve to direct user attention to clear, specific and difficult goals, enacting powerful motivational tools to drive user activity. In line with this, recent research indicates that the mere presence of a leaderboard results in user behavior, goal setting and goal commitment outcomes equivalent to those observed with classic, explicit goal-setting initiatives (Landers et al., 2015). Level and narrative gamification elements also serve to stimulate goal-setting behaviors by directing users’ attention and behaviors to specific tasks necessary to complete a level or progress through the storyline. By creating sub goals that move users through progressively more difficult levels or storyline milestones, these elements serve to direct attention towards desired activities, successively build skills, 13
and foster self-efficacy for activity completion by users (Papastergiou, 2009; Perryer et al., 2012; Lu et al., 2012; Popescu et al., 2012). Moreover, much research has demonstrated the significant, positive relationships between self-efficacy for task success and both motivation to complete the task and performance within the task (Mitchell and Daniels, 2003); thus by positively impacting user self-efficacy, gamified contexts motivate continued interaction. Finally,whileleaderboardsandbadgestendtoenactcompetitive,socialcomparison mechanisms, virtual goods tend to encourage collaboration; by incorporating this element, gamified contexts allow users to interact, barter trades, and work headed for collective objectives in a common way. Extrinsic motivation is driven by external factors and rewards, whereas intrinsic motivation is driven primarily by the inherent value of completing a task, in and of itself (Staw, 1976). Researchhasshownthattheprovisionofexternalrewardscanstrengthenextrinsic motivationattheexpenseofintrinsicmotivation(MitchellandDaniels,2003).As manifestations of accomplishments, visible rewards, such as points, virtual goods, and badges, may serve as extrinsic motivators (Antin and Churchill, 2011), but fall short of creating sustained effort (Mekler et al., 2013) because they in turn reduce users’ intrinsic motivation for engaging with the system. Much work has demonstrated the superiority of intrinsic rewards over extrinsic rewards in terms of motivating long-term behavior (Deci et al., 1999; Deci and Ryan, 2000; Ryan and Deci, 2000). Thus, the most common features of gamification (for example, points, badges and leaderboards) may not suffice as meaningful long-term motivators (Deterding, 2012; Mekler et al., 2013). Some evidence has shown that both user enjoyment and desired outcomes (for example, user behaviors, engagement) decline with use and interaction with gamified scenarios (Koivisto and Hamari, 2014). Fleming (2012) suggests that the two types of rewards interact in a more articulated way: extrinsic rewards can stimulate the formation of intrinsically oriented sources of motivation, especially when receiving an extrinsic reward for an achievement also carries a significant symbolic meaning for the recipient. Deterding et al. (2011b) suggested that games should provide ‘situated motivational affordances’, wherein game-like features enhance motivation through their addition to activities that are already intrinsically valuable for participants (Paharia, 2012b; Watson, 2014). If sources of motivation are properly understood, gamification design can include inducements to amplify existing ‘signals’ (that is, genuine intrinsic interest) into sustained attention and energy toward desired actions within the structure. 14
However alternative speculative frame from which to view the influence of gamification is that of Csikszentmihalyi’s (2008) ‘flow theory’, which holds that individuals experience optimal work ‘flow’ when they are involved in activities that provide an adequate balance between challenge and skill. Excessively difficult challenges induce frustration and activity abandonment. Activities that present an inadequate challenge with respect to individual skill and ability levels can lead to disinterest and abandonment as well. A gamified system can activate a ‘flow’ experience in users when the content, layering of elements, mode and style are carefully designed to generate an ideal balance between simplicity and exertion. 2.4 Applications in the Real World Irrespective of the apparatuses through which gamification impacts user behavior, it’s clear thatdigitalenterprisesystemsareincreasinglyincorporatingthistechniqueintouser interfaces. Research conducted by Hamari and Koivisto (2015a) points to the major purposes for which gamification services are typically used, including increased utility and ease of use, amplified user enjoyment and playfulness, and to a lesser extent, greater recognition and social influence. Gamification has been applied in academic settings to attain each of these drives. Companies all over the world are looking for ways to "gamify" their processes or websites. Explanation of the term "Gamification" and "gamify" is in order. Gamification is the act of introducing game aspects into non-game environment. For example, putting badges or levels into a person’s management system, where people earn levels/badges for getting to work on time. This is done in order to make everyday activities, which may be quite mundane, a little bit more interesting and exciting. This approach is mainly interesting for the new generation, which has been in contact with computers and computer games almost since they were born. Gamification for these people provides motivation, easy to see challenges and competition as well as rewards for carrying out activities. This chapter will focus on introducing basic terms and psychological effects of popular gamification tools of today’s world. There are many sites now that use gamification on even the most basic activities. Even things like completing your profile can be gamified. There are also things outside of computer world that can be gamified. 2.4.1 Educational Applications of Gamification The usage of gamification in educational settings has grown considerably, as evidenced by the rise in published literature citing its use in academic settings, from 206 in 2011 to 1,620 studies in 2013 (Caponetto et al., 2014). While numerous works suggest that it can result in positive effects on learners’ motivation and performance (for example, Caponetto et al., 15
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2014; Hamari et al., 2014; Domínguez et al., 2013; Rouse, 2013), the literature is still unclear in terms of when and how exactly gamification exerts a positive influence on academic performance and learning. Sung and Hwang (2013), for example, found that a collaborative educational game helped students in encouraging learning attitudes and motivation, and in improving their learning achievements and self-efficacy. Further research has shown that gamification can support learning through the provision of both immediate and delayed feedback (Perryer et al., 2012; Crookall, 2010; Popescu et al., 2012). Domínguez et al. (2013), however, provides a more tempered view: while students exposed to gamified experiencesperformedbetteronpracticalassignments,theirperformanceonwritten assignments and their participation in class activities suffered. Thus, while gamification seems functional in motivating student learning efforts and fueling additional sources of interest towards the subjects studied, additional research work is needed to specify how precisely gamified learning should be designed and implemented. For example, Landers and Landers (2014) suggest certain conditions must be met in order for gamification to enhance course performance,includingtheprovisionof time-bound leaderboardtasksthatare specific, measurable and realistically achievable. It can be rational to ensue on the FarmVille case for a enhanced understanding in explanation the elements of gamification. FarmVille is a game developed by Zynga Company and played by nearly 65 million people (Farmville, 2015). In terms of dynamics, there is a story built on farming. The player is a farmer and has to go through several steps in order to open new fields and grow new products. These limitations constitute a advancement structure for the game. In the game process, there are unexpected situations, which are about mechanics.In other words, there are additional prizes, depending on the chance factor, in addition to a certain prize that the player can earn when planting a product or doing a specific job. The player’s earning these additional awards based on luck keeps desire alive by means of the idea of "Do I earn again?" Furthermore, it can be explained by exchange and cooperation that sharing a product with a friend, supplying something that he/she is in need of, and asking for something someone needs from others. Additionally, visiting a field of a friend creates a competitive environment. The mechanics are seen more clearly in games. The points are earned in games, the levels are passed, the badges are received, and a ranking between friends is presented. The exploitation of the detailed gamification structure in education emerges as a process of gamification of education. Lee and Hammer (2011) claim that gamification and education will be in great harmony. Gamification of education can be seen as a process of 16
affectingstudentachievementandtheirattitudestowardsthecoursespositivelyand increasing their attention and motivation by the transference of a popular games’ gamification structure, such as that of FarmVille, to the educational processes. In this process, the course itself becomes a game in which student achievement means completing the game. 2.4.2 Gamification in training Conceivably the most prevalent application of gamification in the work has been in corporate training and development. For example, research conducted at Training Industry, Inc. points to the growing popularity of gamification in learning and development initiatives. From 2012 to 2013, organizations using gamification within sales training grew from approximately 8 percent to approximately 18 percent (Taylor, 2014). Even more evidence for the common use of gamification in training initiatives came in 2015, when Training Industry, Inc. reported that approximately 37 percent of organizations had embedded or were planning to embed gamification in their learning management systems (LMS) and 36 percent were using or planning to use gamification in training content. Thus, it is clear that gamification has become a common application in corporate learning and development programs. These numbers are not surprising; gamification is purported to make learning fun and increaselearnermotivationandaccountability.Further,e-learninghasbecomequite prevalent within training and development initiatives, making it convenient and feasible to supplement learning contexts with gaming elements that are dependent on technology. These elements serve to encourage participation and interaction in virtual training by rewarding points or badges to learners based on their interactions with each other, the instructor or the platform. Learners progress through hierarchical levels and are awarded points or badges to designate the completion of learning milestones, such as specific modules and sessions, or the successful demonstration of learned skills or knowledge. As in the educational space, the popularity of gamification contrasts with mixed empirical results regarding its impact on corporate learning and development outcomes. While some research has indicated that gamification can lead to improved learner reactions (that is, affective experiences including satisfaction and perceived utility of training; Taylor, 2014), and both engagement and motivation to complete and apply training on the job (Dong et al., 2012), other research provides more tempered results pointing to both context and individual differences as moderatorsofthoserelationships(forexample,ArmstrongandLanders,2015).Case examples, however, emphasize performance, learning and motivational improvements. For 17
example, Kapp (2014) reports a 45 percent reduction in safety incidents and claims following the introduction of gamification into Pep Boys’ training program. 2.5 Perspectives on Gamification The opportunity to employ digital technologies in this way unleashed a proliferation of enthusiastic consultants and software developers eager to promote this technique as an enhancement to various managerial and marketing issues. Too many, however, the buzz generated by gamification obfuscated the actual function of gamification, hampering a thorough investigation and purposeful application of gamification for desired outcomes. Setting the hype aside, a balanced approach and interpretation of gamification is warranted. Gamification will generally not act as a ‘quick fix’ for organizations seeking to boost employee morale and productivity, attract and retain customers, or otherwise positively impact digital engagement goals (Juul, 2011; Robson et al., 2015). Various criticisms aimed at this technique must be considered before choosing to implement gamification in practice. Below, we summarize three main themes of such criticisms, including the foundations of gamification in motivational theory, the potential for deception and exploitation in the use of this technique, and data privacy concerns. A major critique of gamification targets its presumed motivational effects. Motivating individuals and groups to engage in certain desired tasks and behaviors is central to the purpose of gamification. Yet the relationship between the introduction of game-like features and both motivation to complete activities and actual behaviors is not straightforward. Much of the literature around gamification posits claims that oversimplify the complex interaction between a game setting and individual personality, attitudes and behavioral drivers. The foundation of gamification in motivational theory is often overlooked in the research literature and, as previously mentioned, its impact on intrinsic and extrinsic motivation remains unclear. Further, the impact of gamification on desired outcomes has often been studied under less than rigorous experimental conditions, leading to questions surrounding the conclusions drawn in much of the extant empirical literature(Hamarietal.,2014;Lieberoth,2015).Anothercritiqueemerginginthe gamification literature relates to the ethical and moral implications of its use (Bogost, 2011). Gamification often includes some form of deception (Burawoy, 1979), and inherent in its use is the implication that it encourages the user to engage in behaviors desired by the designer of the context. It is clear that these desired behaviors can be positive or negative for the user. To the extent that those behaviors are detrimental or behaviors in which users would prefer not to engage (for example, pay-for-play applications), gamification may be unethical. 18
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On the other hand, gamification often has been used to motivate healthy, self-promoting and consensual behaviors, as detailed above (for example, Hamari and Koivisto, 2015b). Finally, somecriticsfearthattheintroductionofgame-likefeaturesintonon-gameactivities contributes to an unaccounted proliferation of surveillance systems that pose threats to privacy and democracy (Whitson, 2013). When individuals – in their roles as employees, customers or simply citizens – interact with digital systems, they are providing information abouttheirpreferences,inclinations,skillandcapabilities.Thedeceptioninherentin presenting these activities as game-like may obscure the tracking processes that generate stocks of data about individual conduct and patterns of group behavior (Rossi, 2014). Concerns arise about the value of this information, access to it, and the ways in which it is used. In the case of data collection, organizations and individuals employing gamification must not only consider ethical and moral obligations, but also legal regulations on the collection and use of individual data. It is likely that the legal implications of gamification and the use of data collected therein will continue to evolve. 2.6 Prospects for Future Research Deterding (2014), for instance, posits that it is possible to ‘establish an alternative, more promising framing of gamification before discourses and institutions have fully solidified’. While research has begun to unravel the impact of gamification, it is clear that a more structured approach is needed to determine the effects, implications and best practices for the use of gamification (for example, Deterding 2014b). Armstrong and Landers’ (2015) work serves as an exemplar of this type of research. In their investigation, the authors adopted a framework, the TechnologyEnhanced Training Effectiveness Mode, allowing them to test individual differences in experience and attitudes toward technology, and to determine how such differences impact the relationship between game design and training effectiveness. Below, we outline several avenues of future research that we believe will advance the field and enhance our understanding of this relatively new technique; each of these should be studied using a systematic, theoretically rooted approach. First, more work is needed to properly assess the outcomes of gamification. Despite its pervasive presence in social, academic and business practices, the extant literature has done little to parcel out the separate and combined impacts of gaming elements. Sharpening our understanding of these elements is critical to effective game design. While scholars generally agree that effective gamification architecture is not just a matter of assembling game-like features (for example, points, badges, leaderboards and so on) and providing rules for interaction (for example, turn-based 19
moves or chance events; Paharia, 2012a; Werbach and Hunter, 2012; Seaborn and Fels, 2015), evidence-based best practice recommendations are still lacking. While some work has focused on perceptions of various elements (Hsu et al., 2013), more research is needed to move beyond affective reactions to investigate the relationships between various gaming elements and more distal outcomes. Secondly, we must gain a better gratitude of what makes people engage in gamified situations and how those elements relate to the withholding of players’ interest and enjoyment over time. In this respect, the field of neuroscience can provide clarification regarding the chemical effects of playing games on the brain and, relatedly, on individuals’ attention, memory, drives and mood. Past studies have suggested that the enjoyment of playing a game may be related to the production of serotonin, which is also involved in inhibiting actions that result in punishments (Crockett et al., 2008; Emanuele et al., 2008; Faulkner and Deakin, 2014; Sul, 2015). The compulsion to engage in gameplay has also been linked to dopamine levels (Berridge and Kringelbach, 2008; Berridge et al., 2009; Berridge, 2012; Lewis-Evans, 2013; Robinson et al., 2005), which play an important role in the formation of initiative and desire. When gameplay prompts an addictive response, it is plausible that this result from offering the appropriate inducements and signals to stimulate the production of neurotransmitters associated with sustained desire and pleasure (Rigby and Ryan, 2011). Research into the effects of games on brain chemistry may result in more fine-grained explanations of user behavior than can be provided by more traditional motivational theories (for example, Skinner’s operant conditioning, Skinner, 1938; 1971; 1974; and goal-setting theory, Locke and Latham, 2002). As previously mentioned, research has shown that extrinsic rewards can have detrimental effects on motivation (Deci, 1975; Deci et al., 1999; Deci and Ryan 2000; Ryan and Deci, 2000). By understanding sources of motivation, gamification architects may be better able to align gaming elements to desired outcomes, leveraging existing intrinsic interest to create long-term user engagement and behavioral impact (Paharia, 2012b; Watson, 2014). This is especially relevant given evidence that user enjoyment and gamification utility seem to decline with use (Koivisto and Hamari, 2014). To the extent that gamification enacts an extrinsic reward system within users, it may result in short- but not long-term user motivation and engagement. Longitudinal work is needed to investigate this possibility. Moreover, research must also focus on the types of outcomes that may result from gamification. Other authors have highlighted the importance of designing gamification to encourage imaginative and creative solutions (Deterding et al., 2011b; Huotari and Hamari, 2012). 20
Gamification can vary in the extent to which the gamified activities tend to induce individuals to perform highly structured and repetitive tasks or fairly explorative and unrestrained undertakings. Different design principles, however, apply to games that are intended to spur imagination and creativity, because they should create conditions that are conducive to free- form, spontaneous and unregulated playfulness (paidia, as opposed to ludus, as per Caillois, 1961). Although devising such games may present more challenges than the gamification of structured and repetitive tasks, the kind of intellectual effort that they require could lead to a better understanding of gamification and its likely consequences (see for example Deterding et al., 2011b; Huotari and Hamari, 2012). Lastly, the probable for transformative effects from the artificial intelligence (AI) that administersgamingsystemsshouldnotbeoverlooked.AIhasexhibiteddramatic improvements in recent years, especially in its capacity to detect, distinguish and categorize patterns using video, audio and other sensorial data (Nilsson, 2014). AI could be leveraged to fine-tuning algorithmic capacity to process and anticipate human behavioral patterns. As gamification provides a venue for tracking humans’ behavior under changing conditions, it offers the opportunity to set up a ‘virtual laboratory’ wherein AI can test hypotheses about humans’ reactions to behavioral clues and thus produce a transformative effect in the way that AI identifies general patterns for influencing the human side of the human–computer interaction system. 2.7 Related work Kahoot Kahoot is very useful applicationfor interactionbetween studentsand teachers. This application is probably the best that I’ve come across in my studies. It engages students in providing answers and shows the correct answer after each question along with how many people voted for each answer. After that a scoreboard of all participants of the current quiz is shown. The differences between this application and the application this thesis aims to deliver are similar to the previous case. As great as this application is, it still doesn’t provide any persistence between single events. What is much desired at university and education system, is the ability to register a course and then be part of the course for whole semester. Without the need to sign up for a new quiz each time class starts. Another point is that the questions are in a given order and go one after the other. During university lecture, it is very important to be able to choose questions at will in any order and even to be able to create new questions during the lecture and present them right away, or at any given point. 21
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Gamification by Megan Ellis Gamification introduced in her class by Megan Ellis will be our first example. Megan is seventh grade English teacher. She implemented a fairly simple form of gamification in her classes. It consists of students getting points for doing their homework, bringing their books to class and being active during lesson. They can also lose points if they disturb the lesson or behave in other non-desired way. After they get enough points, they level up and receive a present depending on their level. There is also a present for whole class, if they are the first class in which everybody reaches a certain level. This encourages team spirit. Megan uses pen and paper to keep track of the points of her students. There is no IT technology involved. Ever since she started using this gamification, her students were more likely to bring their books into class and pay more attention to the lecture. An anticipation of class reward also arose when the class was close to earning a class reward and people were more likely to encourage their more lazy classmates to try and level up, so the whole class profits. In case some other class was first to reach a certain level with all students, the other classes could not receive the class reward anymore. This is pretty good example, showing how easy it is to gamifiy a lesson. The introduction of gamification to the class increased participation and enjoyment of the lesson. It created an intrinsic motivation for the young students to try and get more points so they can level up. The drawbacks are that the management of this is harder, using only pen and paper, as well as manually updating the online leaderboards. Straw Poll and other polls Straw poll and other online polls can provide great interaction possibilities for teachers and students during classes with more than 50 people present. As the number of students in a class increases, it is harder and harder to get information from every student. Using a straw poll, teacher can create a question and all the students can voice their answer. In a matter of seconds, the teacher can see the results of the voting for example in case he asked whether the students know about a certain technology, the teacher can see the number of students voting for "yes" or "no". Depending on the outcome, the teacher can dedicate a few minutes to explain the technology or skip it. There is no anxiety or fear of voting that you have not heard about the technology, in comparison with a typical classroom where students are supposed to raise hands, where some students may feel pressured not to express their opinion so they do not look inexperienced. Advantage in using this tool is getting immediate feedback from many people at once and seeing exactly how many people answered "yes" or "no". The disadvantage is that every time you create a poll, you have to distribute the poll number to all 22
the students who have to write it into their browser. This tool uses computers or mobile phones to work. Event polls Another type of polls that are already being used at events are represented by sites like: "sli.do" [3] or "pigeonhole.at" [2]. These could very well be used at universities as well. However they come with certain drawbacks such as the fee for using them is around 200 euros per week or being limited in number of polls one can create. Another difference between these products and the system this thesis aims to create is the persistent nature of the answers. These polls do not award any points to people answering the questions, so the system is used just to generate feedback from the people at the event. System created in this thesis will create a persistent environment where students who answer questions correctly will get points and therefore might be motivated a little bit more in studying and getting the answers right. 2.8 Conclusion and Recommendations First, game elements should be aligned with desired outcomes or goals (Huckabee and Bissette, 2014). Werbach and Hunter (2012) highlighted that a well-crafted game should assemble the components of a game system in an appropriate way. Building on Hunicke et al. (2004), Robson et al. (2015) emphasize the importance of distinguishing between game mechanics (that is, rules and procedures), game dynamics (that is, the conduct and interaction between players), and emotions (that is, the sort of emotional effects that playing a game invokes). Second, the relative difficulty level utilized should be considered; flow theory suggests that gamified contexts should be sufficiently but not overly challenging (Huckabee and Bissette, 2014). Landers and Landers (2014) recommend designing gamified scenarios to incorporate tasks that are achievable, realistic, specific and time bound. Third, gamified contexts should be properly tested before implementation to ensure they are producing their desired effects. Empirical results suggest that gamification does not always result in positive user experiences, behaviors and desired outcomes. It is imperative that gamification be implemented only after ascertaining its effects. More research is needed to provide evidence- based recommendations on the design and application of gamification in various digital initiatives; however, the work that has been done points to several guidelines. The increased prevalence of gamification points to its staying power. There is some evidence to suggest that gamification can bring about remarkable effectsin the areas of selfimprovement (for 23
example, Nike+, Fitbit and so on), high-end, creative jobs (for example, TopCoder, Kaggle, Stack Overflow, Wikistrat), workplace practices and education. In applying gamification, it is important to consider its ethical implications as well as to ensure its design aligns well with the desired outcomes. As digital transformations continue, our understanding of gamification and its various applications will inevitably evolve. 24
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Chapter 3: Research Methodology 3.1 Introduction There are several academes that have employed gamification in some of its disciplines. De Sousa Borges, Reis, Durelli and Isotani report, in their systematic mapping of work related to gamification in education, that the great majority of studies carried out have as target audience students of higher education, where most of those studies have as main objective to evaluate the degree of engagement of academicsthrough activitiesbuilt according to gamification concepts. Becker et al. (2012) believe that the freedom to choose which contents, activities, and ways of problem solving in educational contexts is one of the factors that best defines gamification applied correctly. In the experience that the researchers conducted in a classroom with masters’ students, a great majority of them praised the myriad of available choices, although it should be noted that, due to the huge amount of activities, a combination of individualized activities with automated marking is required. Another aspect considered as a key element for a gamified system is to allow repetition of activities with low performance and provide a variety of paths that students can take to reach the end of the course. In addition to the frameworks already mentioned, several others were considered for the development of the conceptual framework for the gamification of higher education. Frameworks from platforms such as Open Badge, BadgeOS and Open Badge Passport, which are based primarily on the use of digital badges to validate skills and competences were disregarded in the development of the framework presented in this paper, due to the high dependence on a single element of extrinsic motivation. 3.2 Conceptual Framework for Gamification The frameworks for gamification derive mainly from studies on games and psychology. Nicholson observed in his studies developing frameworks for gamification that there is no single system that will benefit all users, and that in order to reach as many people as possible they need users to feel in control in order to facilitate learning and increase the sense of mastery over the system. The author argues that gamified system designers should not start developing a system based only on external rewards. Although not developed with gamified systems in mind, the game design framework called Mechanics, Dynamics and Aesthetics (MDA) is commonly used to understand and describe particular elements of a game based on its user visibility. Developed as a tool to help designers, researchers and scholars better understand aspects of a game, the MDA framework seeks to narrow the gap between the 25
design, development, study, and criticism of a game, being also used as a base for gamified applications. After analyzing case studies, concepts, models and frameworks for gamification aimed at use in higher education, a conceptual framework was developed, divided into five layers, containing elements and concepts used in the researched papers. These layers are shown below. 3.2.1 Feedback Layer It comprises components that sustenance the gamified system, providing rewards for students (extrinsic rewards) and feedback, such as individual assessment and frequency. These elements will be better explained below: Powers:Single-useadvantagesthatstudentscanusetofacilitatetheirprogressina determined subject. These powers can be acquired by means of coins, badges or items; Avatar: Digital representation of the student, which can be customized through items; Items: Accessories used on a student's avatar that can be donated by positively reputed students to promote a cooperative environment in the classroom. Students may also decide to exchange items among themselves through prior negotiation between the parties involved. Some of the accessories available for avatars should enable the acquisition of powers, or be required to perform specific activities; Coins: An element that relates to the amount of experience and reputation points acquired. When you earn experience points, a percentage of the value you earn is accrued as coins. By increasing his reputation, the student gradually increases the percentage of coins that can be acquired, and vice versa; Experience points: Element that can be used as substitute for marks and can also serve as a metric for unlocking powers or for obtaining coins; Badges: Elements that allow the student to visualize their achievements and be recognized by them. It is expected that they will be made available to students who perform extracurricular tasks, not to indicate how many experience points they have. It is also important that they be associated with the powers that students can obtain, avoiding to be only an aesthetic resource; Reputation: An element used to increase the amount of coins a student can acquire and to allow the exchange of gifts. Students who acquire badges, or contribute in some positive way to the progress of classes, increase their reputations; 26
Hall of fame: Students who excelled in classroom gain the chance to have their achievements published in some digital medium, so that these students can use this recognition in their curricula; Levels: Element that relate to the points of experience and used to refer to a student's grade by designating different categories depending on the number of experience points acquired; Progress bar: Visual representation of experience points; Leaderboard: Visual representation of the progress of all players, in order to compare their progress; Health: Element used as a substitute for frequency. When a student does not attend a class, a health unit is reduced from their total amount. When it reaches zero, the student is unable to successfully complete the discipline, even if it has the minimum amount of experience points required. But it is possible to recover lives through special activities, or through the use of coins to acquire it. 3.2.2 Activities Layer It comprises the learning material and activities that will be developed, containing short and long term goals. 3.2.3 Pedagogical Layer Based on approaches used in association with gamification, such as: Adaptive learning: Adaptive learning proposes to flexibilize the learning environment, either implicitly (automatic) or explicit (according to the individual's desire), so that the content can be presented in a personalized way; Flipped classroom: A form of teaching where participants study prior to going to the classroom, and there the content is deepened through practical exercises or case studies. Information and communication technologies (ICTs): Technologies that can be used for distance and face-to face teaching 3.2.4 Narrative Layer Layer inspired by the framework developed by Nicholson [21]. It involves two types of strategies: Use of fictional narratives that deal with content related to the real world; 27
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Development of scenarios that begin in the real world, but have fictional elements and can culminate in a fantasy development It’s important that, regardless of the strategy used, students have the power to modify the story presented, depending on their actions and allowing them to create their own stories. 3.2.5 Motivational Layer Layer based on the work of Suh, Wagner and Liu (2015). It involves concepts that serve as triggers for the development of intrinsic motivation in students, such as: Collaboration; Competition; Progression; Creativity; Personalization; Exploration; Discovery; Relationships; Altruism; Freedom of choice and Freedom to fail. 3.3 Research Design The intension of this rerearch to determine students’ views about the gamification of educational processes, Q methodology, which contains an arrangement of quantitative and qualitative data collection processes, was used.Q methodology aims to put forward perspectives of the respondents, ideas, attitudes and beliefs instinctively and methodically in the scientific research process (Brown, 1993).The Q methodology emerging within the discipline of psychology and introduced into the social sciences is a method in which the strengths of quantitative and qualitative methods are combined together and data analysis is performed via specific software (Brown, 1996; Demir & Kul, 2011).The most important advantages of this method are determining whether the research groups unify under a specific theme, putting forward in what direction their common thoughts are, if this is the case, and prioritizing common ideas.Additionally, as Watts and Stenner (2005) suggested, large numbers of participants are not required for Q methodological studies. In this study, Q methodology was used to determine whether the students’ views unified around a common ground and to put forward a ranking between the subthemes. It can be asserted that a structure revealed by means of Q methodology equals a scale development process to some extent.Although it resembles exploratory factor analysis (EFA) in terms of the principal componentanalysisprocedure,ithasimportantdistinctionsinprinciple.Inascale developmentprocess,asurveyisadministeredtopeople,andtheitemsindifferent dimensions are determined by means of principal component analysis in EFA.In Q methodology, items are administered to people, but people are grouped by means of principal component analysis instead of items.In other words, factors in Q methodology refer to groups who think correspondingly. 28
3.4 Data collection methods Anexploratoryresearchwascarriedout,consistingofthestudy ofmaterialalready elaborated so as to have a greater familiaritywith the problem, with a view to the improvement of ideas or the discovery of intuitions. The databases used for this research weretheScienceDirect,IEEEXplore,andSpringer,usingaskeywordstheterms "Gamification Education" and "Gamification Framework", with a total of 612 articles being found. From these articles, the title, abstract and keywords were analyzed and, after that, a screening was done using as a reference an adaptation of the systematic mapping process used by de Sousa Borges et al. (2014), applying some inclusion and exclusion criteria taken from their work and others elaborated by the authors. The inclusion criteria applied were as follows: Presents definitions and frameworks on gamification that can be used in academic context, or only focused on an educational context; Have a major focus on the use of gamification in higher education; Have a main focus on the use of gamification in the study of cognition in adults; And the following exclusion criteria: Aimed at the use of gamification in elementary and/or middle school students; Aimed at the study of gamification in the cognition of children; With frameworks aimed at the corporate environment; On game-based learning that did not focus on the use of gamification; 3.5 Sample population In case of primary data, quantitative data is collective the participants of the study consisted of 34 sophomores in elementary mathematics education in Faculty of Education, London who volunteeredtoparticipateintheQmethodologyimplementationandhadtakenthe Instructional Principles and Methods course in a gamified design in the fall 2019 semester. “Teaching Principles and Methods” was a three-credit lesson for 150 minutes. In this process, 90 minutes are allocated to face-to-face learning, while distance learning comprises 60 minutes. The qualitative data is collected from interviews conducted with professors from different areas of research of the Digital Systems and Media program at the King's College London, in order to have their opinion on the structure of the framework, as well as suggestionsforimprovingit.Altogether,14teacherswereinterviewedthroughsemi structured interviews, discussing six topics: Gamification concept, Analysis of the feedback 29
layer,Analysis of the activities layer, Analysis of the pedagogical layer,Analysis of the narrative layerandAnalysis of the motivational layer. In case of secondary data collection, after the screening, 145 articles were selected, which went through a new screening involving the reading of the abstracts, introduction and conclusion, to again apply the previous inclusion and exclusion criteria, resulting in a subset of 110 primary studies. From these papers, concepts and case studies related to gamification were analyzed, including the application of frameworks and models for the educational field in higher education. 3.6 Application for Q Methodology The students took an active part during the process in which mechanics, dynamics, and components of gamification were included, and they completed the game-like course as players. Gamification principles were taken into consideration in the curriculum design.At first, additional educational attainments about game dynamics, mechanics, and components were determined.After that, integration of the gamification process consisting of dynamics, mechanics, and components into the educational process began. The structural design was used in the Q methodology implementation. In this kind of design, the items should be formed based on the literature. A total of 18 items based on the literature were created about game design, including both a positive and a negative statement for each of the nine main dimensions, and they were randomly distributed. Table1: Q Methodology Items Dynamics Logicofthe process A gamified presentation of the lesson makes the course process more effective. Gamification of a lesson just consists of scoring permanently. EmotionsI am pleased to participate in a lesson with gamification. The process of gamification is boring. Advancement structure It is motivating to progress by studying the issues in a specific sequence. It is an unnecessary obligation to review previous issues before studying the nextonesfor a lesson MechanicsCompetitionBeing in competition keeps my excitement alive. A competitive environment alienates me from the course. CooperationI put forth better products together with my friends. I prefer working alone on a study. ComponentAchievementPoints awarded in the course are encouraging. 30
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Point It is unnecessary to give scores in the course process. Medals (xp)Earning medal improves commitment to the course process. Earning medal doesn’t have any importance. BadgesIt motivates me to win badges. There is no impact of earning badges on commitment to the process. LevelI make an effort to reach the highest level. Levels are simple steps that everyone passes. As shown in Table 1, three of nine dimensions are relevant to the dynamics, two of them are relatedtothemechanics,andfourofthemareassociatedwiththecomponentsof gamification. Before the application stage, a pilot study was done with seven participants, and the items were finalized. The items were placed on small piece of papers on the Q string by the students according to their degree of participation in items, and the students views’ were collected about the gamification design.Data were analyzed via the PQMethod 2.35 software package. As shown in Table 2, the normal distribution schema between the edges of -3 and +3 was used in the Q string. 3.7 Ethical Consideration The ethical aptitude that has been considered while doing this research: Confidentiality of the information of all the participants. The views of the participants are of their own,no one was being forced to take a part in this research In this research all the collected data are genuine and collected through qualitative interviews and quantitative surveys by the researchers The research is done solely for academic purpose, not for commercial persistence 31
Chapter 4: Data Analysis 4.1 Quantitative Research In the data analysis of students’ views about the gamification of educational processes, whether the students’ views unify around a common ground for the concept of gamification at the first step was examined. For this purpose, the principal component analysis and rotations were made in the PQMethod, and the results are presented in Table 3. The participants are numbered as p1, p2, etc., in the table. Part. / Factor 123456 p10.8467X-0.2121-0.02910.01600.2592-0.0272 p20.6214X-0.3192-0.32630.4747-0.0937-0.0428 p30.6987X0.38060.2654-0.3393-0.11550.2293 p40.4002-0.36350.6565X0.0701-0.0184-0.2794 p50.6236X0.44220.32620.04220.2851-0.0731 p60.9139X0.0202-0.10400.11760.0088-0.1676 p70.8485X-0.1713-0.1200-0.13770.0401-0.1090 p80.25100.6028X0.12790.2873-0.4681-0.2287 p90.3264-0.1715-0.5401-0.6317X0.0584-0.0316 p100.8682X-0.1580-0.0029-0.2427-0.1782-0.0071 p110.7749X-0.46230.10620.0483-0.00890.2463 p120.6165X0.38090.40470.32260.0445-0.1467 p130.5955X-0.52310.02320.25030.02140.2565 p140.8120X-0.0256-0.29360.2721-0.18720.1479 p150.7614X-0.28940.02940.13430.12040.2177 p160.8016X-0.2362-0.32030.12840.0998-0.0151 p170.7805X0.2321-0.1043-0.22390.07280.1195 p180.6913X0.0088-0.45840.03070.22470.2061 p190.7565X-0.4921-0.04540.13350.0958-0.1898 p200.7188X0.44490.0278-0.2697-0.00720.2344 p210.7534X-0.4862-0.18480.00590.03510.0755 p220.1858-0.6617X0.4163-0.1818-0.2293-0.0513 p230.6068X-0.0891-0.36260.09890.3262-0.0873 p240.7213X0.11220.1116-0.2370-0.34630.2835 p250.5976X0.1758-0.1922-0.0551-0.3093-0.2745 p260.5656-0.6006X0.23230.1681-0.28210.0349 p270.7608X-0.3203-0.3413-0.0527-0.0735-0.0569 p280.7898X-0.0495-0.1139-0.1738-0.28320.2621 p290.22760.20180.23240.37920.48600.6472X p300.7453X0.3952-0.1812-0.24710.0620-0.3413 p310.7235X0.1718-0.2651-0.1312-0.20330.4132 p320.15010.7726X-0.08480.3702-0.14920.1081 p330.17350.1319-0.42730.6760X-0.1655-0.1215 p340.47640.29950.0991-0.12910.6758X-0.2852 Table2:FactorLoadingsTable 32
The factor loadings of 34 participants in the sample are shown in the table. As a result of the principal component analysis and rotations, the 34 participants were grouped under six factors. The symbol X was used to demonstrate the participants involved in the relevant factor, and the values were marked in bold. It was established that there were 25 participants in the first factor (column), 4 participants in the second factor, 2 participants in the fourth factor, and 1 participant in the third, fifth, and sixth factors. It can be interpreted as a general character of the group that 25 of total participants (74% of 34 students) were grouped under one of the dimensions in the research. In this respect, students’ views regarding the gamified course process are similar to great extent, and it is a requisite to examine on which common ground this similarity is and which items are considered more important. Table 4 presents the items, Z values for the items, and Z score rankings of items in each group (factors). The items are listed according to the participation degree of the 25 students grouped under the first factor. Table3:Z Values and the Order of Importance of the Items Points awarded in the course are1.351-0.45110.547-0.21111.622-1.6218 encouraging. A gamified presentation of the lesson makesthecourseprocessmore1.2121.294-0.54140.8640.00110.547 effective. I am pleased to participate in a lesson1.0531.492-0.54140.3480.5470.0011 withgamification. sequence. I make an effort to reach the highest0.916-1.5618-0.0011-1.88180.5471.084 level. Earning medal improves commitment0.547-0.89141.0840.00101.0841.622 tothecourseprocess. I put forth better products together0.5380.555-1.0816-1.08151.0840.547 with myfriends. Being in competition keeps myexcitement alive 33 FactorFactor 1Factor 2Factor 3Factor 4Factor 5Factor 6 ItemZRank*ZRank*ZRank*ZRank*ZRank*ZRank* It motivates me to winbadges.1.0140.248-0.00110.0690.5471.084 It is motivating to progress by studying the issues in a specific0.995-0.65121.622-0.4012-0.54140.0011
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0.459-1.0317- 0.00110.805- 1.6218-0.5414 . I prefer working alone onastudy.-0.1010-0.93151.6221.4120.00110.00 11 Levels are simple steps that everyone-0.12110.2861.0840.687-0.5414-0.5414 passes. Gamification of a lesson just consists-0.8712-0.8713-1.0816-1.1416-1.6218-1.6218 of scoringpermanently. Earning medal doesn’t have any-0.9813-0.1110-0.5414-0.46130.0011-1.0816 importance. A competitive environment alienates-0.99141.7310.5470.6871.6220.547 me from thecourse. There is no impact of earning badges-0.99150.277-0.0011-1.4117-0.5414-1.0816 oncommitmenttotheprocess. The process of gamification isboring.-1.1716-0.98160.547-0.86140.00110.00 11 It is unnecessary to give scores in the course process.-1.27171.453-1.62181.412-1.08161.622 The most definitely estimated item by the 25 participants in the group of Factor 1 is “Points awarded in the course are encouraging” while the most negative opinions are about the item “It is an unnecessary obligation to review previous issues before studying the next ones for a lesson.” The instrument of the study consists of 18 items; half of them are in a positive manner, while the other half are in negative manner. The participants under Factor 1 compiled all of the positive items on the right side of the Q string, and the Z values of these items are positive, meaning that these participants havepositivethoughtsaboutthegamificationofeducational processes. The evaluation of top three items in the remaining factors (2-6) reveals that there are nine positive and eight negative items, indicating thatthe other five groups comprising nine students were almost neutral to the educational gamification process. Thus, while Factor 1 can be named as the “group of positive thoughts,” Factors 2-6 can be named as “group of neutral thoughts.”It has 34
been determined that all of the positive items were regarded as necessarybythegroupofpositivethoughtscomprising25 participants. In the group of positive thoughts, the analysis of positive items in relation to the dimensions they relate to indicate that the dimensions were, in order of how much effect they had on the students, achievement point, logic of the process, emotions, badges, advancement structure, level, medals (xp), cooperation, and competition. In other words, cooperation and competition had less effect on the students in the group of positive thoughts, while the most influential elements were achievement point, logic of the process, and sentiments. An analysis of Z scores covering all participants in the study would lead to a better understanding. Table 5 shows the average Z scores calculated for each variable in the factors. The formula of average Z scores is as follows: Zave= (Z value of the positive item about the dimension - Z value of the negative item about the dimension)/2 In addition, overall mean scores for the dynamics, mechanics and components were obtained. Table4:The Average Z Values Concerning the Elements of Gamification Factor1 (25 per ) Zav e Facto r2 (4 per ) Zave Facto r3 (1 per ) Zave Facto r4 (2 per ) Zave Facto r5 (1 per ) Zave Facto r6 (1 per ) Zave Weighted Ave. Logic of 35 Dynamics
Advance ment1.26-0.411.62-0.800.270.270.89 Structure Achievement1.31-0.951.08-0.811.35-1.620.83 Point Badges1.00-0.020.000.740.54 0.82 Level0.52-0.92-0.54-1.280.54 0.22 Medals(xp)0.76-0.390.810.230.54 0.61 0.62 Competition0.320.74-1.35-1.250.540.270.23 Cooperation0.72-1.38-0.270.06-1.62-0.540.30 The investigation of total average Z scores including all participants reveals that the dynamics (z=0.96)aretheelementswhichhadthemostpositive influence,followedbythecomponents(z=0.62)and themechanics (z=0.27). Logic of the process, emotions, and advancement structure were in top three according to the analysis based on dimensions. Achievement scores and badges came to the fore among the components. It is obvious that cooperation had the least constructiveresult. The present research, conducted with Q methodology, aimed to determine how the gamification of the educational process is perceived by students and whether the students’viewsunifyaroundacommongroundregardingtheconceptof gamification,andtohighlighttheprominentelementsofgamification.The participants of the study consisted of 34 sophomores in elementary mathematics education in Faculty of Education, and they had taken the Instructional Principles and Methods course in a gamification design. The data were collected with 18 Q statements. In this context, the results of the study were limited to the lesson of Teaching Principles and Methods at the undergraduate level, the gamification design of this lesson, and the Q method data collected from the 34 sophomores in elementary mathematics education in Faculty of Education. In addition, it was assumed that the participants responded truthfully to the data collection tools and that the gamification design was applied successfully as ithadbeenplanned. 37 MechanicsComponents 0.27 2
According to the findings, the participants have a collective positive thought about the educational gamification procedure. The prominent elements of this process are logicoftheprocess,emotionstowardstheprocedure,advancementstructure, achievement points, and badges. Furthermore, the sum of the Z scores of dynamics and mechanics were doubles that of components. Therefore, it can be asserted that dynamics and mechanics, like the invisible part of an iceberg, have a greater importance in the procedure, though components are in the public eye. In other words, the use of components alone without the dynamics and the mechanics cannot be considered as gamification. Kim (2015) also highlights that components such as points, badges, and ranking are just the feedback mechanisms of theprocedure.The Z values for the dynamics of the gamification procedure are high, showing that they are vital in this process. The Z scores for the logic of gamification alone were over one, pointing out the importance of logic of the process. Nevertheless, the Z values for the mechanics were not that high. This result may have arisen from the fact that cooperation and competition were the driving forces for the students. In other words, competition and the idea of putting forward a product together as a group drove them to achieve a desired outcome, while all the other factors, such as achievement scores and advancement structure, had a positive impact to attain favorable results. The outstanding elements of components were achievement points and badges, while experience points and levels were subsidiary ones. Numerous studies have showed that gamification has a positive influence on student achievement(Buckley&Doyle,2014;Faghihietal.,2014)andmotivation(Buckley &Doyle,2014).On the other hand, in their study, De-Marcos et al. (2014) concluded that grade point averages and attendance levels of the students in the experimental group were relatively low, although they had positive attitudes towards gamificationcomparedtothecontrolgroup.Intheirstudyexamining24 experimental studies on gamification, Hamari, Koivisto, and Sarsa (2014) examined 24 experimental studies on gamification and they found out that gamification does have a positive effect on student outcomes. In the present study, it was extrapolated that the students have positive attitudes towards gamification, and the result is in line with the relevantliterature.It has been determined that achievement scores and badges are the foremost elements among gamification components. Attali and Arieli- Attali (2015) reached the conclusion that achievement scoresalonehavenoeffectin 38
thegamificationprocess.AntinandChurchill(2011)assertedthatitwould be difficult to say that using badges solely has any kind of effect, while Botra, Rerselman, and Ford (2014)statedthattheuseofbadgespositivelyaffectsthe gamificationprocedure.Thesestudiessupport the idea that the operation of the gamification process as a whole is a requisite; otherwise, it will not produce the anticipatedresults. It has also been perceived that the present research on gamification in education aims to create a literature (Deterding et al., 2011; Xu, 2011; Zicherman & Cunningham, 2011); make suggestions on howitcanbeusedmoreeffectively(Lee&Hammer, 2011;Muntean,2011;Wongsoetal.,2014);studyitseffectsonstudent achievement,motivation,attitudes,andhabits(Buckley&Doyle,2014;De-Marcos et al., 2014; Faghihi et al., 2014); or study the effect of a game component alone, such as badges or achievement scores (Antin & Churchill, 2011; Attali & Arieli- Attali, 2015; Botra et al., 2014). There is lack of a study with the objective of establishing a relationship or ranking between the elements of the educational gamificationprocedure.AccordingtoDicheva,Irwin,Dichev,andTalasila(2014), thislack of a clear road map for educational gamification procedure is a significant deficiency. Werbach and Hunter(2012)createdapatternforgamificationconsisting ofasix-stepprocedure.Inthepresentstudy, ranking the elements of educational gamification procedure has revealed the most important and outstanding items. Therefore, this study can contribute to the understanding about gamification of the educational process—that is to say; it provides a general framework for teachers about where to start and to which aspects to attach more importance when gamifying theirlessons. This research proposes a procedure for the gamification of the educational processes according to findings. For this purpose, the related context should be clarified first. In other words, one must determine how old the students are, what kind of an environment they have grown up in, what their genders are, learning domain, time needed, etc. The next step is to initiate a design process suitable to the present conditions. At the first stage of a design progress, an advancement structure should be identified, restrictions should be introduced, and the structure should be narrated. To exemplify, a map showing the process might be hung on the board, and the way everyone should follow (the teaching process) can be marked with a red pen. The 39
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conditions would be determined to move forward, and the students would be informed that it is impossible to move without fulfilling compulsory tasks (project, problem solving, etc.). Then, the components (e.g., achievement points, badges, experience points, levels) would be defined to be used in the process. Finally, balance between cooperation and competition would be maintained with cooperation promoting activities and extra points. In addition, a needle or another object on which the name of each student would be written would be attached to the level at which the students are in the process. In this way, students would clearly become aware of their and their friends’ levels. Hence, educational process would have a basic level of gamification. It would develop further in time and would become more fun. Regarding suggestions for researchers, the meaningfulgamificationcanbe redefinedinlightofthisprocedure.Namely,researcherscandesignthe effective gamification process according to prominent gameelements. 4.2 Qualitative Research After delimiting the layers of the initial version of the conceptual framework for the gamification, interviews were conducted with professors from different areas of research of the Digital Systems and Media program at the King's College London, in order to have their opiniononthestructureoftheframework,aswellassuggestionsforimprovingit. Altogether, 14 teachers were interviewed through semi structured interviews, discussing six topics: Gamification concept, Analysis of the feedback layer,Analysis of the activities layer, Analysis of the pedagogical layer,Analysis of the narrative layerandAnalysis of the motivational layer.The duration of the interviews ranged from 20 minutes to 1 hour, totaling 6 hours. In this topic, the interviewees were asked about their knowledge of gamification. In case of unfamiliarity, a brief explanation of the concepts most used to define gamification was made and, in case of previous knowledge about the term, it was asked which definition the interviewee knew. 79% of the professors had some kind of prior knowledge about what gamification is. Regarding the definitions presented, seven interviewees used the definition proposed by Deterding et al. (2005) where gamification is seen as the use of game design elements in contexts other than games. Three interviewees defined it as the development or use of a game with a more serious tone, a definition that is more related to serious games, which, in a digital context, can be characterized as games developed to be more than entertainment. After the initial questioning, the layers of the conceptual framework developed were presented. 40
Analysis of the Feedback Layer After explaining the elements of the feedback layer, the interviewees were asked about the possibility of using these elements in the classroom, more specifically about some type of impediment that could exist for their use, whether for reasons of infrastructure, university rules, or disinterest to apply them. Two interviewees said that at first glance they saw no problem in the above mentioned elements, but would need to do further research to confirm it accurately. I3 acknowledged that it would need to see a practical application of the elements before making a decision, questioning how these elements would be used, while I4 asked how these elements would be visualized by both participants and external people. The biggest obstacle reported in the interviews was the use of confidential information from the students, where six interviewees showed great concern about the use of this information (notes and names of the students) in the framework developed, and the element mentioned by four interviewees that relates to this problem is the leaderboard. Other issues mentioned regarding this layer include: University bureaucracy; How to provide automated feedback to students; Prejudice by university and students of not perceiving the idea as something serious; University not accepting a modification of their frequency system; Need for many resources and people to develop a virtual environment based on the framework; Extra dedication to the development of the aesthetic part of the system; Dependence on extrinsic motivators At the end of this topic, the interviewees were asked to suggest new elements to be inserted in this layer. Guilds, quests and challenges were mentioned by two of the interviewees. I5 thought about the same idea of the challenges but calling it Player vs. Player (PVP), yet admits that it would be difficult to deploy this idea of direct competition in an academic setting, even if it was made available on an optional basis. I2 suggested the addition of a mentoring element, in which high-performing students could choose to tutor classmates who requested support related to the discipline. In this case, the tutor would earn a gratification. I9 thought about creating a channel for sharing experiences, such as strategies and materials used to progress the discipline, and even reports of strategies that did not work out to prevent 41
other students from making the same mistakes. As a bonus, participating students could receive coins or powers. Analysis of the Activities Layer The interviewees were asked about the types of activities they used to support their teaching methods. The activities mentioned were: Collaborative assignments involving the whole classroom; Tasks with responses shared by the class, through online platforms; Written assignments; Practical assignments; Exams; Oral presentations; Seminars; Classroom activities; Homework; Debates; Elaboration of scientific papers Analysis of the Pedagogical Layer The aspirants were asked about innovative pedagogical approaches that could be used in a gamified classroom. In this case, approaches that are not limited to lectures are considered innovative. If the interviewee had no idea of any specific approach, they were asked to explainhowtheirteachingmethodwas.Thepedagogicalapproachescitedbythe interviewees were: Flipped classroom; Adaptive learning; Problem-based learning (PBL); Role-playing and Collaborative learning. Three interviewees stress the importance of always using a mix of different approaches, since different students react in different ways. I8 emphasizes that innovation in today's education should be directed to the methodology and not to the use of technology, as the technologies currently used become obsolete quickly. Analysis of the Narrative Layer The participants were asked their opinions about the inclusion of interactive narratives in the classroom. Twelve interviewees see the use of narratives in the classroom as positive and interesting, and four interviewees have never seen an example of using interactive narratives in an educational context. After the answers to the first question, the interviewees were asked 42
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about what would positively or negatively influence the use of interactive narratives in their teaching methods. Positive aspects mentioned include: Make the class more attractive; Promotion of student interaction with the developed narrative; Improvement of the relationship between teachers and students; Contextualization of a subject Regarding the negative aspects, three interviewees see as difficult the balance of the play aspect of the narrative (fun) with the serious aspect (learning), in addition to the high demand of time. I14 points out as a problem the impossibility of student autonomy in predefined scenarios, where professors could not accept divergent opinions. Analysis of the Motivational Layer The interviewees were asked if some of the concepts presented in the motivational layer were not adequate for their pedagogical approaches and if they would add other concepts. Eight interviewees stated that all concepts are appropriate, while three stressed the importance of freedom to make mistakeswithout being heavily punished. Two intervieweessaw as problematic the inclusion of competition and collaboration concomitantly, because they could not visualize these two antagonistic concepts working in the framework. It is suggested that these two concepts could work in a context where teams compete with each other. 4.3 Summary After the feedback from the participating professors, all proposed suggestions were taken into account in the development of a conceptual framework for gamification adjusted for the university environment. Modification of the Feedback Layer The following elements were modified: Powers: The acquisition of powers by obtaining points of experience (which relates to obtaining a specific level) could be done in a fixed or random way. In addition to single use powers, students can develop powers of limited duration. It is important that there is a limitation on the use of powers in certain situations; Achievements: Can be taken into consideration for a future master's degree and used as a prerequisite for entering the Hall of Fame; 43
Leaderboard: It is important that students have the choice to participate or not in the competition, having their names removed from the public ranking if they wish; Reputation: It is important to mention that there is a limit on the amount of reputation that can be lost or acquired, in which all students start with 3 reputation and can increase to 6 or decrease to 0; Items: It would be interesting to make it possible to donate to random students. It is also necessary to set limits on the sending of items among students, to avoid abuses; The following elements were added: Mentoring: High-performing students may become available to tutor students struggling to learn a subject, serving as an extracurricular activity; Tavern: Channel for sharing experiences among students. As an example, students could share strategies and materials used to progress in a determined subject, and even reports of things that did not work so well, to prevent other students from making the same mistakes; Skills tree: An element that works in association with the experience points, which can be distributed in branches of a skill tree, allowing the acquisition of powers of a specific category. Students can divide their points into the various branches available in order to obtain powers of different categories, or they can focus on a single branch to achieve all the powers that exist in it; Guild: Representation of teams formed in a discipline, who may cooperate or compete with others, having their own leaderboard; Quest book: An interfacewhere studentscan check which quests have alreadybeen performed, their performances, which optional quests are available and which compulsory quests are not yet completed. Modification of the Activities Layer The following elements were added: Firstly Challenges where Classroom activities where a guild should respond to some kind of challenge by an opposing guild, all through professor mediation; Secondly Quests where Compulsory or optional activities that students must take to progress in the discipline and thirdly missions: Optional collaborative activities that relate to the interactive narrative used in the discipline, and necessary for the advancement of the story. 44
Modification of the Pedagogical Layer The PBL approach was included, where one or several students are presented with a real problem that must be solved using previous knowledge, as well as the acquisition and integration of knowledge acquired during the problem solving process. Modification of the Narrative Layer The following observations were added: Firstly Students must decide in advance whether they wish to participate in the interactive narrative, with the possibility of completely ignoring this factor in the subject without any kind of loss; Secondly it is important that students are not passive spectators, but there must also be a limit to the freedom given to participants so that the narrative does not become a distraction. Modification of the Motivational Layer The title of the layer was changed to "Layer of Motivation and Mobilization", including both concepts related to intrinsic motivation and mobilization. The added concepts were: Privacy; Sharing; Responsibility; Autonomy; Recognition and Persistence. In order to facilitate the understanding of the conceptual framework and the way the layers are related, a graphical representation of the framework was developed. Figure 1 shows that the layers placed at the sides of the framework are influenced by the principles of the layer of motivationandmobilization.Asawaytocreatemoreengagingandmotivating environments, gamification comes as a strategy that can be used in a variety of contexts, whether in business, training, or education. In the educational environment, this strategy comes as a way to improve students' motivation and their learning process, in order to balance pedagogical goals with entertainment. Through the use of mechanisms commonly found in games such as experience points, badges and leaderboard, it is expected the creation of an environment conducive to the active participation of students. It is essential that these elements be used to provide the same experience that motivates a player to solve problems on his own. But a careful approach is necessary with how rewards (extrinsic motivators) will be addressed in a gamified system, especially in the educational environment, which, applied indiscriminately, can have a negative effect on learning. Ethical issues, such as the use of sensitive student data and the possibility of encouraging inappropriate behavior, must also be taken into account. From the papers analyzed and the variety of results, it is possible to observe that strategies of gamification in education can be influenced by several factors, such 45
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as tools used, support offered by the university, profile of students, and therefore a same strategy used in two different classrooms can have completely opposite results In order to approach the concepts established in the conceptual framework developed and the limitations of the professors (infrastructure and general rules of universities), semi-structured interviews were conducted with professors from the different areas of research, in order to obtain suggestions for improvements, culminating in the development of a framework adapted to the university environment. As future work, it would be interesting to have a more detailed study to include other layers relevant to the framework. A layer of student’s profiles would be important and would aim to provide a more personalized experience according to the profile of a particular student. Existing researches use profiles developed for videogame players to refer participants to a gamified system, but often the profiles specified are not enough to compose the rich range of personalities in a classroom. Another layer suggested would be the social layer, which would serve to identify elements used to promote sociability and interactivity among students. From the interviews, it was considered the development of a layer of conflict resolution, both between professors and students as well as between the students themselves. Finally, the creation of a virtual environment that supports the presented ideas is very important to facilitate, encourage and make accessible the application of the developed framework. The question that has to arise from this discussion is of the benefit that this game culture that was established in the gamified classroom has for the pupils that are participating in it. Are they learning anything, and if so, what are they learning? How is the learning performance improved? The data from my research project provides some answers to this. It shows that the pupils have had different experiences with how the gamified classroom has been beneficial for their learning. A couple of the pupils claimed to have learned some new words in the course of the lessons. Some pupils claimed to not experience the acquisition of new learning, but that they learned to use their knowledge in new ways. This is another benefit that can be extracted from the lessons: How the gamified classroom and the game culture facilitated for the learning to be used for meaningful communication in the lessons. There are several benefits to communicatively oriented teaching. As we have seen in the theoretical framework, the communicative approach is an approach to teaching that emphasizes the learners’ use of learningfor communicativepurposes. It isalso aboutbeing able to spontaneously and creatively produce learning in different settings where it is appropriate. The communicative approach can be used in two different ways. One way focuses on the 46
acquisitionoflearningthroughcommunicativeuse.Theothervaluesbeingableto communicate as a skill, and focuses on using the target language to teach this to learners. One could argue that the ideal learning situation happens when these two approaches work in unison. Learning is a very complex process, and there are many different elements at play when a learner is acquiring a new learning how to use it. Earlier in this chapter I have argued how gamification can facilitate use of digital game for meaningful communication as well as some degree of learning acquisition through situated language learning. This setting is a good place for learning appropriately for the purpose of meaningful communication, which is something that is emphasized in the curriculum. These are some of the benefits that the gamified classroom brings teaching that can work towards improving the oral activity of pupils. Another important topic to discuss when it comes to gamified classrooms is whether they are beneficialforeveryone,meaningallpupils.Isthegamificationofclassroomadding something that can benefit all pupils, or is it something that is reserved for those who are interested in video games? As it is mentioned a few times in this thesis, one of the pupils in the selection for this study was purportedly not interested in gaming or games in general. This pupil reported, throughout the data material, that the activities the gamified classroom provided were not something that he/she was very comfortable with. An example of this can be found in one of the logs produced by this pupil: “I can answer questions that have a true answer, but it cannot be creative and imaginative”. This indicates that this particular pupil has recognized the activities that were typical for the gamified classroom, and come to the conclusion that these activities are not beneficial for his or her use. This pupil responds better to using digital games in order to provide answers. This is more in line with traditional classroom activity for teaching. One of the biggest challenges of designing teaching schemes is to recognize the fact that pupils learn and respond to teaching differently. When looking at the data provided by this one pupil, the argument could be made that the activities of the gamified classroom, as I designed it, can alienate pupils who do not respond well to settings where spontaneous and creative language production is the focus of the activities. 47
Chapter 5: Conclusion and Recommendations 5.1 Introduction The aim of this study is to explore the benefits of gamification that can be used in academic context. This results in the following research question: “How can a gamified classroom improve student performance?” A longer definition of gamification will follow in the theoretical framework, but for the sake of this introduction it will provide a shortened version: Gamification is the use of gamemechanics and game principles in contexts that are usually not associated with games. Over the course of this study, I aimed to implement gamification in classroom to create a gamified classroom and study the effects of Practical Application in Education Environments. My research is placed within the field of game- based learning. This is an extremely varied field that includes many different perspectives and theories regarding how games can be beneficial to a learning process. I also turn to the concept of gamification and present some different perspectives that help inform the concept. The research present some theoretical perspectives regarding learning and teaching, with a focus on principle of gamification and activity. Together, these theoretical perspectives helped to create a framework for exploring my research question. 5.2 Linking Objectives Objective 1: Presents definitions and Principles on gamification It is observed that the concept of game-based learning has attracted much attention lately among many educators who are interested in progressive ways of teaching and learning. The origin of this concept is the notion that games and play is an integral part of every culture in the world, and is starting to be regarded as an integral part of learning as well. From this notion, researchers and educators have begun to explore the potentials for learning that exits in games. The field of game-based learning is very wide and includes all games, from digital to non-digital and everything in between. Game-based learning is less interested in the nature of the game itself, it is more interested in the game as a facilitator for learning. It assumes that good games create spaces for learning. From the survey it is clear that Gamification is a concept where elements associated with video games (game mechanics or game dynamics and principles) are applied to non-game contexts. It has mostly been explored in the areas of marketing and business, but its potential is starting to be noticed in other areas, such as Health, Government, Environment and 48
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Education. The application of gamification in the educational environment has mostly been related to motivation, and creating incentives for investing effort. Video games all have their own mechanics implemented to keep the player involved and invested in the game, to keep the player playing. Upon completing objectives in a game, the player is often rewarded in different ways. The type of reward depends upon the style of game. The reward systems included in this study were points, badges, levels, leader boards and virtual goods. All of these systems are commonly found in traditional video games. Many who work within the field of game-based learning are reluctant to use the term gamification within the same areas as game-based learning. They claim that it is too limiting for both terms games and learning. However, I choose to use gamification as the term that is most befitting of teaching scheme. The reason for this is that the teaching scheme that implementing does not necessarily conform to any sort of expectations of what a game is or what a game should be. The scheme is first defined by the principles that is choosen to implement in to the teaching, secondly by how the pupils react to these principles. It is observed that gamification is a term that is subject to change in the field of education and can be used alongside game-based learning as an additive to teaching contexts. Objective 2: Impact of Practical use of gamification in educational environment; According to the survey, it is observed that gamification is a term that can be subject to a change in definition, based on how it is used and what it is informed, defines gamification as “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems”. This is a much broader definition than the one provided earlier in that it, in addition to mechanics, includes the aesthetics of games and game thinking. It also expands on what gamification can be beneficial for, to include learning and problem solving, which is where my use of gamification stems from. This is also where gamification can be viewed in similar terms as game-based learning, where the two concepts can draw from each other to be beneficial to teaching contexts. The design of teaching scheme using gamification has more of a focus on narrative (which also includes aesthetical elements such as genre), player interaction, problem solving and action in context than external motivation and creating incentives, though these mechanics also have a place in the scheme. Most games will allow for some level of customization of the gaming experience. This depends on the design of the game. One way of implementing this is allow problems to be solved in different ways. Choices that players make with regards to their character and play style will affect how they will want to attack a problem or situation (Gee, 2005). In a 49
teaching context, facilitating a setting where the pupils can customize their own experience can contribute to the level of ownership and agency that the pupils will have with the teaching. Many games encourage creative and varied problem solving. The problems or challenges that a game offers should facilitate a situation where the players are able to use the tools at their disposal in order to solve the problem in an efficient way. More importantly, the player has to choose the appropriate tools to use based on the task at hand. The opportunity for creativity in problem solving comes when the game allows for a problem to be solved in many different ways, depending on the players’ choices and play style. In an educational context, one can draw certain parallels between problem solving in games and the tasks that are used in task-based learning. In other words, the task needs to have an objective that is situated in some form of context. This makes it so that using the target learning is not the main objective of the activity; it is the tool that the pupils use to achieve something that appears tangible and meaningful. Examples such tasks that are often used in classrooms is calling customer service, shopping at the grocery store or getting car repaired. An important part of the process in task-based learning is to determine what type of language that is most relevant for the situation; figuring out what tools that are needed for solving the particular task at hand. It is also observed that motivating people to engage in gamified content is very important that is why the types of motivation will be addressed early on. Scientist as well as common sense tells us that there are two types of motivation. Extrinsic and intrinsic motivation. Extrinsic motivation is motivation that comes from outside world. For example one can be motivated by an external factor like money, awards, scholarship or even negative types like cleaning your room so that you avoid punishment. This kind of motivation does not spark inner interest in the activity one is undertaking. Extrinsic motivation does not motivate you to continue doing said activity, when the reward/punishment disappears – you get paid to take out the trash this week, the next week you will not take out trash, because the reward is not there anymore. On the other side, there is intrinsic motivation which comes from inside a person. Participating in a game because you find it fun, doing a sport because it makes you feel excited about it. This kind of motivation makes you do an activity without any kind of reward, because you yourself find it fun, exciting or challenging to do the activity. Intrinsic motivation is way more powerful than extrinsic motivation, but on the other hand, it is harder to generate intrinsic motivation. All that can be done is provide the environment and tools for 50
people to engage in an activity, which will be hopefully rewarding them with good feelings and excitement instead of virtual rewards. Objective 3: Application of Gamification in educational environment to improve overall performance of the students; The tasks that are completed in the game reward the player with an increase in level, which is beneficial for the player in some way. Very often, the player is given access to new skills or attributes that helps the player progress in the game as a reward in addition to the level increase. This is also attributed to the principle of unlocking content. Motivation is large factor in these types of reward mechanics. The reward mechanics of good and engaging games involves elements of both intrinsic and extrinsic motivation. Having reward mechanics in classroom teaching can have its benefits. One approach to this is to simply reward positive behavior with something that the pupils can attach some value to within the classroom context.An exampleof thiscouldbe awardingstarsor other symbolicimageryfor completing homework or doing something positive. These types of reward systems can to a large extent be attributed to principles of extrinsic motivation and behavioristic learning theories, with regards to principles of stimulus/response and reward/punishment. Another way of thinking about rewards in teaching is to embed the rewards in the content and context of the situation. The rewards could then consist of things that are applicable to the design of the teaching, something that the pupils have an actual use for. This builds upon the principles of intrinsic motivation, where the reward is the activity itself. From the survey, it can be claimed that learning is situated, that it is embedded within activity, context and culture. It is based on participation in cultural and social processes, and therefore is often unconscious and unintentional. This a process of “legitimate peripheral participation”. Within these social practices, the learning that occurs is part and parcel of the context in which it is presented, the activities that are available within that context and the culture in which all the participants are evolving as members. The traditional school learning is “often about disembodied minds learning outside any context of decisions and actions”. With this, referring to the traditionalist view of learning as a matter of skill and drill, along with what can be considered shallow understandings of subject-related terms. According to survey, good and efficient learning must be considered a cultural process, as opposed to a natural or instructed process of attaining knowledge, because we seldom learn anything outside of our role as a member of some form of culture. Furthermore, the learning as a 51
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cultural process involves having specific experiences that facilitate learning. Video games, as a form of cultural process, facilitate these experiences very efficiently and, in the case of good video games, without the use of overt instruction. Learning occurs through the situations that the player is presented with and the skills and knowledge that they are asked to employ are situated within the context of the game. When participating in any part of traditional schooling, pupils are engaging in the activities and behaviors of a specific culture. A problem that traditional school activity has is that it takes place within one culture, but is often attributed to another. For example, solving math problems in a maths book takes place within the culture of a school, but is attributed to the culture and practices of mathematicians. This can be aid about most of the classroom activity that happens within the culture of schools. A major consequence of this is that the pupils seldom experience activity related to the culture that they are actually participating in. This is called authentic activity, which is defined as “the ordinary practices of a culture”. The meaning and purpose of these activities are socially constructed by the members of the given culture. The notion of authentic activity has a significant implication. If we follow the logic of the definitions given in the paragraph above, pupils who are participating in lessons, orally or in writing, are members of a specific culture. This culture can be defined as a culture of people who use the English language in some form or another. With this in mind, one could make the argument that the activities that are usually implemented in traditional Teaching are attributed to the culture of schools, not to the culture of people who use the English language. Classroom tasks that are designed within the culture of schools, often associated with testing and mapping, can fail at providing the contextual features that allow for authentic activity to happen. The context of activity is a complex network of elements from which practitioners of a culture draw essential support. The source of this support is often not recognized by the designers of classroom tasks. In order to achieve authentic activity in a classroom setting, the teacher will need to successfully establish a culture in the classroom that the activities of the lesson can be attributed to. 5.3 Discussion In today’s school students are mostly motivated by grades. This type of motivation is of course extrinsic. Before joining a school and from time to time, students are reminded by teachers/parents that they are studying for themselves, so that they have better opportunities in the future. This could lead to sparking intrinsic motivation, but it isn’t performed often enough to have the desired effect. To make things even worse, high-achieving students are 52
sometimes bullied by their classmates, who do not have that good grades. This further demotivated the students that maybe had their intrinsic motivation and interest in studying and puts them before a decision - continue to be high-achieving student and run the risk of not being liked by the rest of the class or underachieve so you are not picked on for your good grades. The possibilities one can use when communicating with teachers are usually face-to-face (either on lecture or after class) or email (if they use one). Students can communicate with their teacher during class by rising their hand, that gives their teacher a signal that they want to interact with the teacher, either by asking a question or giving an answer to a question asked by a teacher. This is overall a good system, but it does not motivate every single student in the class to think about the question, because only one student will answer it and get possibly recognized. In most cases it doesn’t reward even the student who answered. Using the current IT world technology, one application could allow the teacher to ask a question to all students and each student could answer the question by themselves, earning points if gamification was included in the mix. This would motivate all the students to actively think about the question. Another problem arises when it comes to feedback. Sometimes it can be hard to get feedback from the students. Teachers have the option to ask students for feedback after lesson, but here arises the same problem as with asking questions. Students usually do not think much about giving feedback, because they think somebody else will give feedback. The second approach is to ask all students at the same time, using IT technology. Although when a university asks students to fill out feedback questionnaire after the course is over, most students don’t feel any incentive or motivation to do so. Although they might feel some intrinsic motivation to help improve the course, but without if their feedbacks were good or not, they will soon lose this motivation. Gamification could provide a valuable feedback for the students filling out feedbacks about the course, while also motivating them a bit to continue doing so. A notion that occurred a number of times in the data was that medium was used for communication and collaboration. The participants emphasized that communication between the players was essential within the context of the game, especially in instances where in- game elements needed to be discussed. These instances were highly represented in the game, and the clearest example was the meeting of the faction that occurred in association with quests. Some pupils expressed having experienced collaboration between them in the game. The categorical statement from the pupil logs sums this up appropriately: “We worked 53
together a lot, and everyone contributed”. This ties into the element of communication, and more specifically what communication was used for. Communication was employed in order to work together towards the common goals that the game facilitated. The participants produced statements, particularly during the interviews that speak to the validity of this. As we have seen, Rayudu (2010) defines communication as “the transmission and interacting of facts, ideas, opinions, feelings and attitudes”. It is obseved the aspects of opinions, feelings andattitudesparticularlyinterestinginthisdiscussion.Inorderformeaningful communication of these aspects to occur in an interaction, the participants need to have a vested interest in what is being said. Opinions, feelings and attitudes are deeply situated within the individual, and are therefore difficult, if not impossible, to truly simulate in order to facilitate communication in a teaching context. A very common practice in the classroom, in my experience, is to attempt to engage pupils in a communicative interaction by asking them to talk about and discuss topics from textbooks or other teaching aids. According to survey, meaning in a dialogue is negotiated when the tension and conflict betweentheparticipants´standpointscreatenewopportunitiesforinterpretationand understanding. Additionally, meaning and understanding are as much dependent on the response that a statement elicits, as it is on the statement itself. It refers to this as “the activatingprinciple”.Intheinterviews,thepupilswereaskediftheyfeltthatthe conversations they had with other participants had an impact on the game. They were also askedifwhattheysaidduringthegameelicitedmeaningfulresponsesfromother participants. One pupil brought up a very interesting example of this, as mentioned in the findings chapter. This pupil stated having experienced in one of the lessons that something he presented as a solution to a problem in the game was met with negative responses from the other pupils. These negative responses were motivated by the fact that the first pupils’ solution would impact them negatively in the context of the game. This led to a dialogue between the participants that resulted in a solution that was suitable for everyone. This dialogue was a negotiation of new meaning and understanding within the context that the participating were operating in, which was the game that they were playing. Because of choices that were made earlier in the game, with regards to customization of main traits, locations and resources, the pupils had very different standpoints before going into the aforementioned problem solving. This is what created the tension between participants that facilitated a dialogue where meaning and understanding was negotiated. The tension was 54
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created through the elements of the game, and was beneficial to the communication that occurred in the classroom. In both the pupil logs and the interviews, the pupils stated that they experienced being able to make choices and decisions throughout the game. Also, they saw that their choices had an impact on how the game progressed. This can be an indicator of the notion that pupils find it beneficial in some way to have a producer-like role in settings where they are asked to use their game. For some pupils, this creates an incentive for an increased level of participation in lessons. According to survey, having principles like this integrated into teaching can also add to the sense of agency with which they are participating and the ownership they have with the material. The gamified classroom is beneficial for creating this kind of setting, as the data shows. 5.4 Recommendations Learning occurs when people act as members of a specific culture. Learning is part and parcel of the activities that are available in the social practice that happen within these cultures. This is referred to as situated learning theory. The culture of schooling is no different. Pupils are active members of this culture and are participating in activities that are supposed to facilitate learning. The gamified classroom can improve academic activity in pupils by facilitating active, extensive, creative and spontaneous. Additionally, the pupils have a producer-like role with the teaching, which gives them a sense of agency and ownership with what they are doing. The benefits of the gamified classroom in terms of oral activity can be attributed to the fact that pupils are operating within a culture of learning where the activities are attributed to, and valued within, the culture in which they are happening. This makes the gamification that is used feel necessary. It is used as a tool to achieve problem solving within a context where the outcome is valued. As it is seen through this research project, the pupils consider playing a game as an activity that is worth putting effort into and participating in. The elements that have been described here can contribute to both an increase in effective learning, as well as contribute to the content of what is being said in the classroom. It is difficult to say, based on this research project, whether the gamified classroom can be considered a universal tool that can be beneficial for all pupils. This could possibly have influenced the results that I got from the group, as they responded very positively to the principles of the gamified classroom and its activities. Further studies can explore ways of implementing gamification into other areas of classroom teaching, as well as work towards the possible universality of these principles. In order for the gamified classroom to be considered a legitimate teaching tools, there needs 55
to be evidence that it can be beneficial for the greater population of pupils, not just those who have gaming as a hobby. 56
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Appendix 1: Q-Methodology Item Dynamics Logicofthe process A gamified presentation of the lesson makes the course process more effective. Gamification of a lesson just consists of scoring permanently. EmotionsI am pleased to participate in a lesson with gamification. The process of gamification is boring. Advancement structure It is motivating to progress by studying the issues in a specific sequence. It is an unnecessary obligation to review previous issues before studying the nextonesfor a lesson MechanicsCompetitionBeing in competition keeps my excitement alive. A competitive environment alienates me from the course. CooperationI put forth better products together with my friends. I prefer working alone on a study. ComponentAchievement Point Points awarded in the course are encouraging. It is unnecessary to give scores in the course process. Medals (xp)Earning medal improves commitment to the course process. Earning medal doesn’t have any importance. BadgesIt motivates me to win badges. There is no impact of earning badges on commitment to the process. LevelI make an effort to reach the highest level. Levels are simple steps that everyone passes. 61
Appendix 2: Conceptual Framework Appendix 3: Distribution schema between the edges DisagreeNeutralAgree -3-2-10+1+2+3 62
Appendix 4: Qualitative Analysis Number of professorsAreaDiscussing Topics 6Multimedia systemsGamification concept; Analysis of the feedback layer; Analysis of the activities layer; Analysis of the pedagogical layer; Analysis of the narrative layer; Analysis of the motivational layer. 2Interactive digital design 2Digital games 2Education 1Audiovisual 1Business management 63