Access the full text.
Sign up today, get DeepDyve free for 14 days.
David Flatla, C. Gutwin, L. Nacke, Scott Bateman, R. Mandryk (2011)
Calibration games: making calibration tasks enjoyable by adding motivating game elementsProceedings of the 24th annual ACM symposium on User interface software and technology
Katie Salen, Eric Zimmerman (2003)
Rules of play: game design fundamentals
G. Johnson (1994)
Undergraduate student attrition: a comparison of the characteristics of students who withdraw and students who persistAlberta Journal of Educational Research, 40
Jesper Juul (2005)
Half-Real: Video Games between Real Rules and Fictional Worlds
Glenda Anthony (2000)
Factors influencing first-year students' success in mathematicsInternational Journal of Mathematical Education in Science and Technology, 31
Rowan Tulloch (2014)
Reconceptualising gamification: Play and pedagogyDigital Culture & Education, 6
E. Adams (2006)
Fundamentals of Game Design
Mark *, S. Powell, M. Treacey (2004)
Student perspectives on temporary and permanent exit from university: a case study from Monash UniversityJournal of Higher Education Policy and Management, 26
T. Malone (1982)
Heuristics for designing enjoyable user interfaces: Lessons from computer games
Sebastian Deterding, Dan Dixon, Rilla Khaled, L. Nacke (2011)
From game design elements to gamefulness: defining "gamification"
E. Deci (2004)
Intrinsic Motivation and Self-Determination
PurposeThe research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to examine student attitudes to gamification, not the success of the gamification itself.Design/methodology/approachBased on a survey of the gamification literature, and particularly drawing on the work of Groh (2012), this system is designed with three key principles in mind: relatedness, competence and autonomy. Classroom activities and associated software were designed and implemented. Almost 200 students were surveyed to determine their attitude to the gamification. The survey included both Likert-scale and qualitative responses.FindingsA majority of the students reported that they found the gamification useful and enjoyable, only a minority of students (around 15 per cent) disagreeing with such statements. However, only a minority of students perceived a relationship between the gamification activities and games. The authors conclude that well-designed gamification systems can be well-received by students and suggest that the success of gamification projects may not lie in their ability to recreate the experience of a video game, but in the strength of the relatedness, competence and autonomy of the student experience.Research limitations/implicationsThe research is limited by the nature of the participants, who were drawn from videogame and media units and who may be predisposed to game-like activities.Originality/valueThis research demonstrates that students are able to perceive value in gamification in the classroom.
Interactive Technology and Smart Education – Emerald Publishing
Published: Mar 12, 2018
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.