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Christo Dichev
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Increasing Student Motivation and Engagement in STEM Courses through Gamification View project
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Abstract—Gamification – the use of game design elements in educational context to improve student motivation and
non-game contexts – has seen rapid adoption in various areas in engagement. However, the reported evaluations are rather
recent years. Its application in education is particularly limited and fragmentary and provide little evidence in
promising, due to its potential to shape user behavior in desirable supporting the merit of gamification in learning. In addition,
directions through increasing user motivation and engagement.
the focus is mainly on adding a game layer to existing systems,
This work-in-progress paper presents a course gamification
platform aimed at supporting instructors to gamify courses that a ‘forced’ add-on design approach that has been criticized by
target skill development, such as computing-related courses. the traditional game design community. Furthermore, the
available systems have implemented few game mechanics and
Index Terms—Game-Based Learning, Gamification, Computer assume that they work equally for all learners. Learners are
Science Education motivated differently though and what may motivate one can
demotivate another.
I. INTRODUCTION
Therefore, while the initial results are encouraging, further
In recent years, gamification – the use of game design study is needed to determine the effect of using gamification
elements in non-game contexts [1] – has seen rapid adoption to improve student motivation and engagement, as well as the
and there is a growing body of research on it [2]. Gamification factors that influence the effectiveness of gamified systems or
as a term gained popularity in 2010 and was primarily used to lead to complications in them. Related to this is the need to
explain the intent to enhance engagement with a product and improve our understanding of how and how effectively we can
motivate particular user behavior through the use of game enhance the design of instruction with game elements. The
elements. It has been incorporated with commercial success mere presence of game mechanics and dynamics in a learning
into consumer-oriented applications and services on the web environment is not sufficient to produce an engaging
and mobile devices. Gamification has been increasingly experience for the learners. In order to be successful, the
popular in the areas of marketing, politics, health, and fitness, gamified environment needs to be designed with motivational
among others. Large companies have also begun to use factors in mind relevant to both the learning process and the
gamification. Through mechanisms like points, badges, learners. It is also crucial to understand which game elements
progress bars, and leaderboards, gamification helps companies are most effective for use in learning context, as well as how
improve sales, boost customer loyalty, increase audience they should be implemented, and how they should tie in to
engagement, heighten employee motivation, drive rewards and learning objectives. The standing questions also
collaboration, and improve business performance. include: What mixture of gamification mechanisms will have
The rising interest in it is reinforced by recent behavioral maximal impact on student motivation and achievement? Do
studies, which reveal that a core set of intrinsic motivators different game elements provide different levels of motivation
exists in all of us: the desire to improve, to achieve, to direct to different learners and if so can we ensure that they would
our own lives, and to connect with others [3]. These motivators motivate everyone? Can both extrinsic and intrinsic
are ever present and can be stimulated by the right experience. motivation be influenced by gamification? Could such
Unsurprisingly, gamification is making its way into practices be successfully applied to a set of courses rather than
education and training. Its success brought the attention of just a single one?
educational researchers who saw the possibility of using To address the above mentioned needs and questions, we
gamification as a tool to increase student motivation and are developing a prototype gamification platform which will
engagement [4]. Educational gamification is about discovering facilitate the study of the effect of applying gamification to
extrinsic and intrinsic motivators that can make learning more courseware and will generate empirical evidence for the
engaging. This can have a major impact on increasing students’ appropriateness and efficacy of using game mechanics to
academic achievement and transforming them into successful improve student motivation and engagement. The platform is
lifelong learners. Several studies (for example, [5, 4]) argue aimed at courses that target skill development rather than
that gamification can be successfully implemented in an memorization, such as Computer Science courses. We believe
that such courses will benefit most from gamification that can configurable and can support different sets of game mechanics
facilitate continuous practicing and allow students to view the and dynamics and also allows full access to student
progress in their skills. information in the system in order to perform learning
analytics.
II. GAMIFICATION OF EDUCATION
Student motivation can be described as their ability to elicit III. THE COURSE GAMIFICATION PLATFORM
cognitive and affective processes that direct actions toward One of the essential differences between video games and
accomplishing specific tasks and achieving both learning and gamified courses is that the latter target acquiring new
performance goals [6]. Learning goals are tied into competence knowledge and skills through covering learning material. Thus
and advancing one’s intellectual knowledge in a particular the gamification design has to be implemented along with an
area, whereas performance goals are associated with gaining appropriate instructional design and the success of the former
approval and rewards from teachers. As such, motivation depends of the appropriateness of the latter.
requires students to engage in active learning strategies,
A. Gamification Design Elements
construct new knowledge and believe in their ability to achieve
academic success. Evidence further suggests that the increase A systematic design assumes systematic classifying of the
of student motivation is associated with a bidirectional process design elements. With regard to the gamification design, the
between intrinsic and extrinsic factors, such that students are literature review we conducted showed that there is not a
more likely to increase their willingness and desire to be commonly agreed classification of game design elements. For
successful when they are engaged in a learning environment example, following traditional computer game theorists, the
that promotes high-expectancy learning culture, autonomy, authors of [13] categorize game elements into mechanics,
active learning, and its application to the real world [6, 7]. dynamics and aesthetics. Mechanics define the way games (as
Various motivation-related educational approaches and systems) convert specific inputs into specific outputs.
supporting tools have been developed and studied. In Dynamics guide how players and the game mechanics interact
particular, a significant body of research has been dedicated to during the game. Aesthetics refer to the way the game
educational games, which have proved to act as a source of mechanics and dynamics interact with the game designer’s
inspiration and engagement in specific learning contexts. artistry, to produce cultural and emotional outcomes [13].
However, a number of obstacles and concerns have been also Differently, Deterding et al. [1] categorize game design
related to them including the high cost of their creation, elements at five levels of abstraction (from concrete to
required resources, the tangible benefit of the time students abstract): interface design patterns, game design patterns or
invest in playing them, and the appropriate balance of game mechanics, design principles, heuristics or ‘lenses’,
pedagogy with entertainment. This has led to their infrequent conceptual models of game design units, and game design
adoption in real classrooms. A simpler approach to increase methods and design processes. For the purpose of our design of
students’ motivation and engagement is to use gamification. a course gamification platform, we use a two-level framework.
Badges, points, skill meters, etc., are only a narrow selection of The first level combines the first two levels of Deterding’s
game mechanics that can be used to motivate learners and drive classification and as most of the authors we refer to it as game
desirable learning behaviors. Gamification can offer autonomy, mechanics. We further combine Levels 3 and 4 of Deterding’s
participatory learning experiences, a spirit of competition, and classification (game design principles and conceptual models)
new incentives for students, which may spur students’ and call them educational gamification design principles. We
engagement and interest and lead to more effective learning. use the term gamification design principles instead of game
The application of gamification in the context of education design principles to stress the fact that some of them are not
at present means taking the motivational properties of the specific to games, and especially in the education domain, have
games and layering them on top of educational activities. been used in instructional systems as long as those exist. These
Education, however, is different from the corporate world two categories roughly correspond to the first two components
practice. A systematic method for creating gamified learning of the framework in [13]. The last Deterding’s category ‘game
experiences is lacking and little is known yet about how to design methods and processes’, as well as Zichermann’s
design an efficient educational gamification system. Successful ‘aesthetics’, are essential for the implementation phase of the
gamification is not the one that utilizes most game elements but platform but are not relevant to the gamified instructional
the one that utilizes game elements effectively. design.
The few published case studies on applying gamification in We selected a basic set of game mechanics and educational
education have reported creating plugins for LMSs (e.g. for gamification design principles to implement in our prototype
BlackBoard [5] and Moodle [8]), using third party software course gamification system. The selection of game mechanics
that supports certain aspects of gamification (e.g. [9, 10]), or was based on choosing such that have been used successfully
developing standalone applications for supporting certain in games or educational gamification case studies but we tried
aspect of gamification (e.g. [11, 12]). It is reported though that to minimize the number of mechanics that serve overlapping
in all but the last case the instructors are quite inflexible and purposes. The set of mechanics we chose as basic is as follows:
constrained by the hosting environment. For this reason, we points, badges, progress bar, leader board, and virtual goods.
decided to develop a course gamification platform, which is With regard to the educational gamification design principles,
the platform is designed to support the following: accrual
grading, progress (visible progression to mastery), instant platform can then be used for configuring a gamified course (as
feedback, visible status (reputation, social credibility and an instance of the implemented course gamification model) and
recognition), access/unlocking content, freedom of choice, and supporting its delivery.
freedom to fail (low risk from submission, multiple attempts).
D. Gamification Platform
Different combinations of these mechanisms may be
appropriate for gamifying different courses and/or preferred by The Course Gamification platform enables the authoring
different instructors. Other mechanics and design principles and delivery of challenges for assessing students or for self-
will be included and tested against the basic model in the learning and self-assessment. The challenges consist of
future. problems which are static and/or dynamic, and are typically
The proposed gamification platform is course-independent. scored automatically. Static problems are such, for which the
An important step in its design was to find out to what extent correct solution can be given at the time of entering the
we can abstract common elements of gamified course designs, problem in the system. These include multiple choice
which do not depend on the specific content of the courses. questions, multiple answer questions, true/false questions, fill-
This brought us to the concepts of course gamification model in-the-gap questions and matching questions.
and course gamification design document. Dynamic problems are specific for computing-related
courses. They are, in effect, short computer programs which
B. Course Gamification Model use a random seed to generate a unique instance of a particular
In order to design the course gamification platform, we had question and then grade the correctness of the answer
to come up with a general specification of how a course which submitted to that question. This allows variants of the same
uses the platform would be organized and structured with problems to be used by different students on a test, or by the
regard to its content and learning activities. To this end, we same student to practice. The automatic grading of program
proposed the notion of course gamification model. This model questions is essential for implementing the ‘immediate
fuses the underlying course structure with elements of game feedback’ gamification design principle. The functional model
mechanics. We defined the course gamification model of the platform is shown in Fig. 1.
supported by our platform to include goals, skills, challenges,
and gaming rules. Each course has an instantiated course
Gaming Rule
gamification model specific for it. The challenges consist of Configuration Tool Bank
Gamification Rule Engine
Design Bank
be applied. For example, a rule can specify that when all three
Learner Interface
Skills
challenges in a certain goal are completed, a certain badge will
Learner Tracking Tool
be given or some content will be unlocked for the student. In Challenges Problem
Bank
the model supported by our platform, problems are typically Problems
Learner Modeling Tool
course exercises which can be used for self-learning and self- Static Dynamic Learner
assessment or for building graded tests. Different gamification Model Bank
Authoring Tool
models may be appropriate for different courses, because the Learner Model Visualizer