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ISSN: 2289-6260
Gamification
Pulasthi.D.Gunawardhana a,*, Sellappan Palaniappan b
a,*Department of IT, School of Science and Engineering, Malaysia University of Science and Technology (MUST), Kelana Jaya,
PJ, Selangor, Malaysia
b Department of IT, School of Science and Engineering, Malaysia University of Science and Technology (MUST), Kelana Jaya,
Abstract
Keywords: Technology is evolving fast and such evolutions are spread all over the world very quickly. One
such evolution witnessed reserved in the gaming world is “Gamificacion”. Gamification is much
Gamification, different than the usual digital game we are familiar with. It moves more freely in the
Digital games, educational game technology. This article cover the background and overview of the
Education. gamification, its differences with the usual educational games and discussion about the
achievement of gamification to education.
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There is a possibility of winning and losing Losing is not possible as by giving point its player is
motivated to win the game
Games are complicated and expensive Gamification are not complicated and not expensive.
Lead Boards success either. But when the student get a higher score
in a test or an exam they will be rewarded by way of
Points are the key currency of the game. To earn points from the school itself. This will have more opportunity
player has to work hard and achieve the given task. As and chances of getting rewards by successful
player is keen on adding points. Point allocation is highlight the player’s competencies. This will enable
great method to illustrate players’ progress and other players to recognise his/her competencies and
capacity compared to other players. This will help rank talent of a particular game. In gamification players are
the player position too. The point system make player a able to earn their badges by playing the game with their
highly motivational one and it is very effective as well. achievements. Badges symbolise player’s profile,
These points are not just an indicator to show the achievement records, and they are responsible features
progress of the player because sometimes the player to maintain the challenges in a particular game.
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Rules - There should be assigned rules to play the These elements will be picked by the game designer
game. These rules should be clear, fair and achievable. according to the need of the game. Thereafter, these
The game developer should formulate rules which are elements should be merged with various conditions
simple and easy to understand. All the players should required of a game in gamification. In 2005 Juuls said
know of what they are playing, etc. that “a game is a rule-based formal system with a
variable and quantifiable outcome, where different
Goal - As the second element, the game developer outcomes are assigned different values, the player
should create a goal for the player to achieve. If exerts effort in order to influence the outcome, player
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feels attached to the outcome, and the consequences of system support to detect and validating its activities,
the activity are optional and negotiable” [8]. In this progress, communicating and cooperating with other
scenario it is evident that the ten element we have players as well [9]. When we introduce gamification
mentioned above not only stand for gamification but into school curriculum, it will indicate that game
are valid for all types of digital games. elements will drive students to learn their studies
properly, accurately and more interestingly. In 2013
4. Gamification on Education three researchers named Klemke, Kelle together with
Specht have conducted a research regarding
When gamification is connected to education, it can be gamification on education. They have insulated two
beneficial for both student and teacher. When we game mechanism and applied them to the curriculum
gamification is added to a school syllabus, the learning with four different students groups. One group with no
process will be very much easy for student as they can gaming mechanism, second and third group with only
learn difficult subjects with an element of one gaming mechanism and the last group with both
entertainment attached to it. It will help the student to gaming mechanism were applied. At the end they have
memories their subject easily. Teachers or lecturers found that the group which played the game with two
could make the student to get involve more freely in gamification mechanism had gained much knowledge
their lessons interestingly and actively without having a than other three groups. Group two and three which
trouble when they are given games as a part of their had one mechanism have gained knowledge when
learning process. Gamification help to level-up comparing to group one, but compared to the last group
student’s knowledge and experience by providing which had two mechanism got pretty much knowledge
information and by allowing the student to get involve than group two and three [10]. According to research
with games. That method will help the student to published by Werbach and Hunter which was
practise and understand difficult lessons easily and conducted in Rochester Institute of Technology 90% of
quickly. Therefore gamification is a different the student who were involved in the game, which had
experience when compared traditional teaching badges and lead board mechanism have passed the
method. course with good marks. Another batch of student were
given the same game without the above two
Many researchers and educationist have done a mechanism have not shown same good results.
considerable amount of studies related to gamification.
Two researchers by the names Gee and Prensky have 4.1 Educational Characteristic on Gamification
noted that the gamification is potential learning tool
which highly motivate for students. They have In order to get through the concept of gamification we
highlighted many advantages one can drive by have to identify the literacy aspect involved in it. This
implementing gamification for educational purposes aspect was explained by the famous educational games
since gamification promote, self-learning, logical and gamification research J.P Gee in one of his
thinking, dynamic learning, motivation, team-spirit, research. According to him there are five principal we
etc. A group of researchers in their finding have noted can see in a good gamification. They are;
that the previous research documented have confirm 1. It should have a proficiency to characterising
that the educational process coupled with gamification, the player and his/her responsibilities. Time
take the most actions into reality, even though gaming management is also important. At the same
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time maintaining motivation to keep the game 4.2 Educational Gamification Guidelines
interact to achieve the educational task is also
important. A group of researchers once noted that gamification
mechanism (Points, Reward, Badges, Lead Boards and
2. Should deliver necessary information on the quest) are the popular educational factors which can be
player when required, within given used in gamification. At the same time there is the
framework, in this occasion the class-room. It gamification mechanism which goes through the
is the human nature that, we need to work gamified procedure. However two researchers have
hard to remember that much information identified some guidelines to build a proper
which is applied in its framework. gamification.
Giving the player trialling period.
3. In gamefication it contain a setup to play for Attaching feedback cycle method.
the student players with their basic knowledge Adjusting the gaming task depends on the
on particular subject and it need to allow them players skills.
to make abstractions which will enable them Increasing the level and the gaming task step
to sort more multifaceted problems. by step into difficult level by giving chance to
the player/ student to improve their skills.
4. These gamification mechanism change players Breaking difficult levels/task into several sub
into creators, and not an ordinary receptor. levels/tasks.
Gamification’s effect to build such creations. Giving options to complete the difficult tasks
in a different manner.
5. It produces a cycle of mastery, which mean
Reward for the successful player and
that the players should practice more and the
appreciate it through the lead board. [15]
game automatically level up that player to the
specific task he/she has to carry out. Once
Apart set of researchers have come out with a set of
this archived, the cycle continues to another
properties which may cause to be effective in
level with more difficult task. [10]
educational gemification. These properties have been
briefly explained table 2;
As a consequence, many of these features will help the
player to select gamification as an educational tool and
build relevant skills in schools or other institutions.
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5. Conclusion Acknowledgement
Though this article based on my PhD research, I would
We have discussed about the definition the previous like to take this opportunity to pass my gratitude and
researcher and educators on gamification through their appreciation to everyone who supported me especially
past research studies. We have discussed the my PhD research Tutor, Professor P. Sellappan for
connection that gamification has as an educational tool. guiding me to make it success one.
In traditional educational methods some students still
fail to tackle difficult subjects, but under gamification
there are student tend to learn difficult subjects more References
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