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Abstract: This paper aims to explore gamification tools in services and higher
education environments and their role in creating student engagement. The
research adopts a qualitative method based on quasi-experimental design.
Participants from a higher education institution are exposed to gamification
activities during a full semester. Researchers use sentiment analysis
technique based on a text-mining approach to analyse the data. Findings
reveal that participants perceive gamification in service settings as a useful
tool. The global sentiment analysis reveals a positive sentiment about the
gamification approach that contributes to increasing participants’
engagement. This study’s novelty arises from quasi-experimental research to
measure gamification activities’ impact on students’ engagement, measured
through sentiment analysis of their opinions.
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JOURNAL OF
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Title:3“The role of creative communications and gamification in customer engagement in higher education: a
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1 The role of creative communications and gamification in student
2 engagement in higher education: a sentiment analysis approach
4 Abstract
5 This paper aims to explore gamification tools in services and higher education
6 environments and their role in creating student engagement. The research adopts a
7 qualitative method based on quasi-experimental design. Participants from a higher
8 education institution are exposed to gamification activities during a full semester.
9 Researchers use sentiment analysis technique based on a text-mining approach to analyse
10 the data. Findings reveal that participants perceive gamification in service settings as a
11 useful tool. The global sentiment analysis reveals a positive sentiment about the
12 gamification approach that contributes to increasing participants’ engagement. This
13 study’s novelty arises from quasi-experimental research to measure gamification
14 activities’ impact on students’ engagement, measured through sentiment analysis of their
15 opinions.
16
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21
22
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Introduction
This paper aims to understand the role of gamification in student engagement in a higher
education setting, following recent calls for further research about the role of technology
Loureiro, Romero, & Bilro, 2020; Watson, Wilson, Smart, & Macdonald, 2018) and customer
engagement (Bilro & Loureiro, 2020; Hollebeek, Clark, Andreassen, Sigurdsson, & Smith,
learning activities (Appleton, Christenson, & Furlong, 2008). The literature already addresses
engaged students as an active part in the process of searching, sharing, and learning new skills
and theories about a topic (e.g., Damnjanovic, Proud, & Milosavljevic, 2020; Iosup & Epema,
2014), especially when using gamification tools in educational environments (e.g., Faiella &
2017). However, pieces of evidence about how the use of gamification can successfully create
engagement in participants of a service environment, such as higher education service, are still
scarce (Kayimbaşioǧlu, Oktekin, & Haci, 2016; Martín-Gutiérrez, Mora, Añorbe-Díaz, &
González-Marrero, 2017).
The academic discussion on the topic has focused the attention on gamification as a way
to increase attachment (Oleksy & Wnuk, 2017), to build co-creation experiences (Nobre &
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Ferreira, 2017), to foster the intention of engagement and brand attitude (Lim & Puspita, 2020;
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Yang, Asaad, & Dwivedi, 2017), or to develop interaction and participation at higher education
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discussed the subversive ludification of society that gamification may represent (e.g., Fuchs,
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2018; Woodcock & Johnson, 2017). The adoption and practice of game-based techniques or
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leading to increased motivation, relevance, or immersion (Kapp, 2012; Kapp & Coné, 2012).
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However, gamification’s use as a tool to leverage student engagement in services is still an
under-explored topic (e.g., Leclercq, Hammedi, & Poncin, 2018; Rosado-Pinto & Loureiro,
2020).
This paper adopts a quasi-experimental approach to test the causal effects between an
intervention and its outcome (Harris et al., 2006), aiming to answer the following research
question: does gamification tools influence students’ engagement in services, such as higher
education settings? Specifically, this research aims to shed light on gamification’s implications
sentiment analysis technique based on a text-mining approach. For that, authors lay hands to
Mehrabian & Russell, 1974; Roschk, Loureiro, & Breitsohl, 2017). This research shows
gamification’s potential outside online environments and in distinct practical application areas,
collecting evidence of its positive impact in service settings. The findings unveil that students
understood the experience as an educational element, and only after as entertainment. The
findings also show that our participants’ overall experience was positive or very positive and
that participants feel engaged by using gamification tools in service settings such as educational
environments.
The paper’s contribution is two-folded. First, the findings add to the existing stakeholder
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and engagement literature, namely on services and technology transformation topics. Second,
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the authors claim that services, specifically higher education institutions, can adopt new
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As far as authors are aware, this paper is one of the pioneers to further understand students’
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The remainder of the paper is structured as follows. The paper reviews the relevant
literature on gamification in educational settings and student engagement in the next section.
Next, the authors present the research methodology and the results of our study. Finally, we
discuss the findings and present paper’s theoretical and managerial implications, along with
Theoretical background
The gamification concept is still in its early days and open to a more established definition
(Hamari, Koivisto, & Sarsa, 2014). The Oxford dictionary describes gamification as applying
typical game playing elements (such as competition with others, point scoring, among others)
to distinct fields (Oxford, 2019). Literature defines gamification as the use of game design
elements in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011; Priya & Kalpana,
2014), by incorporating game elements into non-game settings, or by using game mechanics,
dynamics, and frameworks to encourage specific behaviours (Ip, Law, & Lee, 2011; Pagowsky,
2012; Sheldon, 2012; Stott & Neustaedter, 2013). Additionally, other authors consider
gamification more broadly and describe it as the concept of using game-based processes and
game thinking to involve people, to motivate actions, to promote learning processes, or to solve
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In this paper, the authors adopt the definition of Deterding et al. (2011, p. 11), who claim
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that gamification is “the use of game design elements in non-game contexts”. One of those non-
game contexts where gamification techniques are evolving is the educational setting,
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specifically the Higher Education (e.g., Faghihi et al., 2014; Galbis-Córdova et al., 2017). In
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this paper, we also accept Robson and colleagues definition of gamification: “The application
of lessons from the gaming domain to change behaviours in non-game situations” (Robson,
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Plangger, Kietzmann, McCarthy, & Pitt, 2015, p. 2). Both definitions point out how to use
(Koivisto & Hamari, 2014; Turan, Avinc, Kara, & Goktas, 2016; Barata, Gama, Jorge, &
Gonçalves, 2017), with several others reinforcing the positive aspects of gamification’s
application at the HEI level (Yildirim, 2017; Subhash & Cudney, 2018). Still, since its
beginning, gamification has sparked controversy between academics and practitioners devoted
to human-computer interaction (Mahnič, 2014; Woodcock & Johnson, 2017). This controversy
is reflected in some literature addressing the topic, putting in evidence that gamification’s effect
on motivation or participation is lower than the expectations created by the hype (Broer, 2014;
Fuchs, 2018), or not showing a positive relationship between gamification tools usage and
improved success (Frost, Matta, & MacIvor, 2015). Although gamification in educational
settings is a growing phenomenon, the literature reveals that not sufficient evidence exists to
support the long-term benefits of gamification in educational contexts (Dichev & Dicheva,
2017) and that the knowledge about the gamification outcome in an educational context is still
scarce (Dichev & Dicheva, 2017; Dicheva, Dichev, Agre, & Angelova, 2015). However, the
levels of motivation and engagement among individuals joining gamified scenarios seem to
increase, leading to improved performance and positive results (Looyestyn et al., 2017).
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This study intends to contribute to the ongoing debate shedding light on gamification’s role
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theoretical framework (Eroglu et al., 2003; Roschk et al., 2017) initially proposed by
(Mehrabian & Russell, 1974). The framework in use represents the role of stimuli (i.e., in-class
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gamification activities) in influencing consumers’ emotional and cognitive states (i.e. the
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organism), which, in turn, result in approach or avoidance behaviour (i.e. student engagement).
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Students’ engagement in gamified environments
The literature already shows the relevance of distinct stakeholders’ engagement, such as
et al., 2020), and engagement between companies and consumers (e.g., Brodie, Hollebeek,
Jurić, & Ilić, 2011; Hollebeek, Glynn, & Brodie, 2014; Loureiro, Bilro, & Japutra, 2020; Sprott,
Czellar, & Spangenberg, 2009). The topic of engagement is also discussed and studied in other
Grawitch, 2013; Loureiro, Bilro, & Angelino, 2020; Morimoto & Friedland, 2013). Literature
emotional/affective engagement (Fredricks, Blumenfeld, & Paris, 2004; Jimerson, Campos, &
Greif, 2003).
multifaceted concepts and/or overcome upscaled expertise (Finn & Zimmer, 2012; Fredricks et
al., 2004). Diverse authors evidence the relevance of the cognitive engagement dimension in
many online contexts (e.g., Burkey, 2019; Ghosh, 2019; Putman, Ford, & Tancock, 2012; Zhu,
2006). Cognitive engagement in an online context can be perceived as the attention and effort
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students apply to interact with peers and tutors in discussions, comments, or posts (Bilro,
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Loureiro, & Ali, 2018; Putman et al., 2012). Moreover, it includes students’ upscale expertise,
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such as analysing, reviewing, or reasoning (Putman et al., 2012; Shukla & Sharma, 2018; Zhu,
based on discussions or replies (Amegbe, Owino, & Kerubo, 2017; Bilro & Loureiro, 2020;
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Leclercq et al., 2018). The literature debates if the number of interactions among peers is a
measure of behaviour engagement (Goggins & Xing, 2016) and the linkage between
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discussions among students and achievements (Ramos & Yudko, 2008). Lastly, the literature
such as boredom or enjoyment from the learning activities (Finn & Zimmer, 2012). The
relationship between tutors and students, the connection between students and their peers, and
students’ interests or enjoyment in making part of the online discussions also influences this
Methods
to demonstrate causality between an intervention and its outcome (Harris et al., 2006). To
(Shadish, Cook, & Campbell, 2002) and expose 91 undergraduate students to various
gamification moments during a full Semester in a specific curricular unit. Participants were all
management degree students, ranging from 19 to 25 years old, and gender-balanced was
achieved (57,14% female). We have built and assess a services scenario using a gamification
tool, Kahoot!, “a game-based learning platform that makes it easy to create, share and play
fun learning games or trivia quizzes in minutes. Users can play Kahoot! on any mobile device
or computer with an internet connection.” (Kahoot!, 2019). During the semester, researchers
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ask participants to use Kahoot! in class, as final modules quizzes, as an assessment tool for
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other colleagues’ group presentations, or others. At no moment during the semester was
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explained to students why they were using Kahoot!. The goal was explained only at the end of
the semester, and students opinions were collected. Researchers collected the data through one
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single open-ended question made available on Qualtrics, assessing their opinion about the
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advantages and disadvantages of this type of gamification-based tool: “What is your opinion
about the use of Kahoot! inside the classroom? Which are the main advantages and
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disadvantages that you see in using this type of Gamification tools?”. Participants were first
asked to provide informed consent, fill out a pre-experiment questionnaire, and anonymity was
guaranteed. Students access the form during a class through their own devices, answering
participants, it was possible to collect 73 valid answers after blank responses or other non-
suitable answers were eliminated (80,2% success rate). The sample size is considered adequate
(Simmons, Nelson, & Simonsohn, 2013) and in line with the current practise (e.g., Javornik,
To extract, examine, and transpose the vast amount of information into valuable
knowledge, it became necessary to proceed with a text mining technique (Fan, Wallace, Rich,
& Zhang, 2006; Költringer & Dickinger, 2015; Srivastava & Sahami, 2009). Researchers
performed a sentiment analysis (SA) procedure to understand the participants’ sentiments and
attitudes toward the gamification moments. Data and text mining techniques allow researchers
to analyse information and process non-structured text to find relevant knowledge decoded into
actionable information (Fan et al., 2006; Zhang, Zeng, Li, Wang, & Zuo, 2009). The text mining
techniques usually include distinct actions such as text clustering, topic extraction, text
categorisation, among others (Li & Wu, 2010). For this study, we use the MeaningCloud
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software, a powerful tool to extract meaningful knowledge from all types of unstructured
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content, allowing researchers to perform text analysis, text classification, or sentiment analysis
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based on advanced natural language process (NLP) in all aspects of morphology, syntax,
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semantics and pragmatics (MeaningCloud, 2019b). Distinct research has opted for this software
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in different scientific domains (e.g., Bilro, Loureiro, & Guerreiro, 2019; Kaur & Chopra, 2016;
Martínez et al., 2016; Segura-Bedmar, Martínez, Revert, & Moreno-Schneider, 2015). This tool
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can analyse a vast amount of data through NLP. NLP aid computers to comprehend the human’s
natural language, allowing machines to interpret the relevant elements of the human language
Bhattacharya, Gupta, & Verma, 2010; Loureiro, Bilro, & Japutra, 2020; Mostafa, 2013). To
assess the validity and reliability of the text mining outcomes, the authors lay the hands into
existing literature measuring and comparing MeaningCloud tool results. Previous studies
highlight that MeaningCloud presents high validity and reliability when compared with several
other sentiment analysis tools (van Aggelen, 2015). van Aggelen (2015) argues that the
operation made by MeaningCloud of decomposing the text provides concurrently valid and
consistent sentiment analysis, as the outcomes agree with other concurring tools, with only
minor deviations. Moreover, literature also put in evidence that when compared with other
tools, the results obtained by MeaningCloud are very good, presenting a high percentage of
correctly classified text, with minor detected errors (Gonzalez-Marron, Mejia-Guzman, &
Enciso-Gonzalez, 2017).
Results
The data analysis was made using distinct text-mining procedures. The first procedure is topic
analysis, and topic extraction was made from the data on MeaningCloud. Table 1 shows the ten
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The main topics in students’ answers are connected to the classes themselves, such as class,
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student, classroom, or subject. These are followed by topics connected to match, competition,
or interactive. These results are in line with the expected outcome. Therefore, students perceive
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gamification firstly as an educational tool, and only after that, they mention the facets more
connected to the game or the competition itself. Based on these results, it is possible to argue
that students understood the experience they have had as an element of education, and only
The second procedure is to analyse the most mentioned words. To analyse and group the
set of words most used, we resort to a WordCloud, a visual illustration of text data, used to
portray keyword metadata or visualise the free form of text. For this purpose, HTML5
WordCloud was used. The respondents’ most mentioned word is ‘class’, followed by ‘student’
Other words, such as game, competition, or winner, are also highly ranked. However, as
seen in Figure 1, respondents focus their opinion on words connected to education, such as
class, students, or subjects. Again, respondents seem to understand that the purpose of this type
Moving on in our text-mining analysis, we perform the third procedure through deep
categorisation of the available text. Deep categorisation “assigns one or more categories of a
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technology, it provides maximum accuracy in the classification while allowing the fastest and
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most efficient definition of models” (MeaningCloud, 2019a). The deep categorisation reveals
that the respondents’ main categories are education, educational assessment, technology and
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computing, video gaming, and mobile games. Again, the text categories are in line with the
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[INSERT TABLE 2 ABOUT HERE]
relevant to carry out a cluster analysis, to classify our object (in this case, the text corpus) into
related groups that are similar to each other (i.e., clusters) (Li & Wu, 2010; Punj & Stewart,
1983). The software creates clusters and attributes a score to each cluster to identify the clusters
with higher scores. Due to the large group of clusters that emerged, researchers decide to use
only the clusters with higher scores, establishing a cut-off for clusters scoring 150 or higher
The clusters with the highest scores are ‘Good tool’ (602.60), ‘Good way’ (602.55) and
‘Paying attention’ (531.20). We can argue that students understand this type of gamification
Students also highlight that it is a fun way to learn (255.64) and outweighs the disadvantages
(245.31). Some students also refer to a more practical aspect of using this type of technology
in class: internet Wi-Fi should always be available to not detract from the overall experience
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(244.80).
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Finally, to understand the sentiment level of each participant in the study it is performed a
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global sentiment analysis, which intends to map the overall sentiments expressed in the text
(i.e., participants’ answers) (Cambria, Schuller, Xia, & Havasi, 2013; Liu, 2015). Through the
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answer and attribute a polarity scale for each one, from Positive + (P+) to Negative + (N+). As
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seen in Table 4, most answers express positive sentiments (72.60%), and only 8.22 % of the
Based on these results, most participants have a positive sentiment about this practice in
higher educational settings. Moreover, less than 10% of respondents revealed negative
sentiments toward the experience, and around 20% reveal neutral sentiments. Based on these
results, we argue that this group of participants’ overall experience is positive or very positive
and that participants feel engaged by using gamification tools in service settings such as
educational environments.
Discussion
specifically in Higher Education Settings. The literature already points out some behavioural
2010; Koivisto & Hamari, 2014; Turan et al., 2016). With this research, this paper contributes
to the ongoing discussion by putting in evidence the potential of gamification outside online
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environments and in distinct areas of practical application, collecting evidence of its possible
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positive impact in service settings. Moreover, it is possible to realise that students perceive
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gamification as an educational tool, and only after that as a game or a competition itself. The
findings show that students understand the experience as an educational element, and only after
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as entertainment. Based on the results, it is also possible to argue that students understand this
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This study also shed light on the impact of gamification activities on student engagement,
(Appleton et al., 2008). Our findings show that participants’ overall experience is positive or
very positive and feel engaged using gamification tools. Additionally, by resorting to sentiment
analysis, it is possible to find and measure the participants’ general sentiment about the
gamification approach to support the learning process. Sentiment analysis is an exciting way to
facilitate understanding of how participants feel about something, about their emotional states
and their opinions, answers or comments expressed freely, without limitations or restrictions
(Altrabsheh, Cocea, & Fallahkhair, 2014; Liu, 2015). Most of our participants’ sentiments
expressed (72.60%) were positive, revealing that this type of gamification tool and its direct
Theoretical contributions
This paper proposes to study how gamification’s technology-based approach could influence
students’ engagement with the contents made available in services. Using a gamification tool,
we have built and assess a services scenario to collect students’ motivations, interests, and
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engagement in higher education settings. The findings may contribute to theory development
First, this paper underlines that gamification influences students’ engagement in services,
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such as higher education settings. When asked, students have reported high levels of
engagement behaviours when taking part in the Kahoot! activities. However, the
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special attention to ensure the best possible outcome from the whole experience for participants
and providers. Following Huang & Soman (2013), caution should be made about the
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preparatory actions to be taken, such as the definition of objectives, the understanding of the
target audience, or identifying the available resources that could support the application of
gamification elements.
Second, this study uses a novel approach by applying the S-O-R framework to explain the
role of gamification in student engagement in higher education settings, particularly the use of
Kahoot! as a gamification tool. The student engagement, grounded in the S-O-R environmental
psychology framework, posits how environmental stimuli are perceived and processed,
ultimately impacting attitudinal and behavioural responses (Donovan & Rossiter, 1982;
Mehrabian & Russell, 1974). Our study empirically extends the SOR framework to the study
experiences resulting from controlled stimuli may be critical to engagement (Mosteller &
to a functional relationship (Mollen & Wilson, 2010), may manifest from the gamification
process experienced.
Managerial implications
managerial implications due to the interest and behavioural engagement students reveal in these
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activities. First, this study aims not to analyse the gamification tool but highlight the importance
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of this type of gamification-based tool to stimulate participants and increase their interest in the
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contents made available through an active and engaging offer. Kahoot! is a straightforward and
interactive online tool, which can be considered an entertainment tool. Managers should bear
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in mind that it can be a powerful tool to stimulate participation and interest when used in a
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service setting. In our study, participants consider it a ‘good tool’ and a ‘good way to pay
attention’ and, most of all, a ‘fun way to learn” which is also an exciting condition to promote
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participant satisfaction and engagement (Borrás-Gené, Martínez-Núñez, & Martín-Fernández,
2019). Second, practitioners (either college administrations, lecturers or others) may understand
and promote this type of tools as a leverage to create participation and engagement in their
audiences. Gamification providers, such as firms, brands or HEI, need to master the best way
to apply gamification elements in a service setting properly and, above all, to be aware of this
This paper focuses on gamification tools’ effect on students’ engagement in a service setting
such as HEI. Although this research is based on a rigorous method and data analysis, unveiling
relevant findings that broaden literature knowledge, is not without its limitations. First,
limitations arise from using a quasi-experimental design, which has recognised boundaries
(Harris et al., 2006), such as the lack of randomisation or the presence of temporal confounders.
Second, while data mining and text mining have many potential benefits and values, there are
still some technical limitations to their capabilities. Data and text mining can analyse and assign
a comment to one group of ideas (e.g., topic analysis, clusters) based on its content
characteristics (word similarities defined in the NLP). However, that information can contain
multiple cognitive aspects or contradictory categorisation cues that may result in missing data
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assigned to specific groups of ideas (Seifert, 2004). Third, using a single gamification-based
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tool (Kahoot!) can also be perceived as a limitation. Other gamification tools could be used,
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and/or a mix of tools and methods could contribute in an aggregated way to influence the
participant’s engagement process. Since applying a single gamification-based tool has shown
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positive results in participants’ engagement, it can be relevant to test different approaches and
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scenarios, seeking to identify additional effective methods that may contribute to participants’
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Consistent with our research, future researchers may consider building on the S-O-R
further research can also be performed by comparing distinct types of gamification tools with
the same sample to understand who ensures the best learning outcomes. Finally, future research
may also use different university courses in distinct cultural contexts to strengthen the findings
and consider students’ emotional, cognitive, and social dimensions and their role in these
The authors declared no potential conflicts of interest concerning the research, authorship
Funding
The authors received no financial support for the research, authorship and/or publication of this
article.
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1 Fig. 1.
2 Wordcloud of the most mentioned words
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4
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1 Table 1. 10 most mentioned topics.
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Topic Frequency
class 58
student 35
classroom 29
match 21
subject 10
competition 10
Kahoot 10
people 10
question 9
interactive 9
3
4 Table 2. Text categories.
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Categories
Education
Business and Finance>Industries
Technology and Computing>Consumer
Electronics
Science>Environment
Education>Educational Assessment
Business and Finance>Business
Video Gaming
Video Gaming>Mobile Games
Technology and Computing>Computing
6
Motivation 231.84
Good Idea 231.03
Competitive environment 198.76
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