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Journal of Creative Communications

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Journal Name: Journal of Creative Manuscript ID: CRC-2020-0227.RV2


Communications
Manuscript Type: Original article Manuscript Title: The role of creative
communications and gamification in
customer engagement in higher
education: a sentiment analysis
approach

Keywords: Engagement behaviors, Gamification, Gamification-based tools,


Kahoots!, student engagement

MeSH terms:

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
CREATIVE COMMUNICATIONS
Author Response Form
1
Manuscript
2 ID: CRC-2020-0227
Title:3“The role of creative communications and gamification in customer engagement in higher education: a
sentiment
4 analysis approach”.
Journal:
5 Journal of Creative Communications
6
We thank
7 the Reviewers and Editor for their thorough review and highly appreciate their comments and
suggestions,
8 which have significantly improved our paper’s quality. Please find below a detailed response to
each comment
9 in green. Revisions are shown in the manuscript, also in green colour.
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11 AUTHORS’ RESPONSES TO REVIEWERS’ COMMENTS


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13 REVIEWER 1
Suggestions/comments from the reviewer Response from the Author(s)
This is much improved from the first version I Thank you very much for your comments and
looked at. I appreciate the inclusion of gamification encouragement. Both reviewers’ comments are
critiques – although these remain quite marginal in truly helping us to improve our work.
the paper – and there is generally a lot more detail Concerning the suggestion to consider rephrasing
and analysis here. I appreciate the authors engaging the word customer, we have acted accordingly and
so strongly with both my and the other reviewer’s changed to the word ‘customer’ to ‘student’.
comments. Similarly, extra information about text Thanks for pointing this out.
mining is strongly beneficial. I personally remain Thank you once again for your time to read,
unconvinced by this method compared to human comment, and helping us improve our research.
analysis, BUT that’s just a personal methodological
thing, as the authors now describe and defend the
choice quite well, and I’m happy to say the paper
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should move forward. The new discussion is also


an excellent addition. One thought: maybe remove
the word “customers” for describing “students”?
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Given all the negative discussion around the


customer-model of higher education learning, I
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think this is an unfortunate bit of phrasing.


Otherwise, I think this paper is much improved and
offers an interesting addition to the literature in this
area.
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JOURNAL OF
CREATIVE COMMUNICATIONS
Author Response Form
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20 REVIEWER 2
Suggestions/comments from the reviewer Response from the Author(s)
Congratulations on the completion of this revision. Thank you very much for your kind words and
It is suitable for the journal in my opinion. encouragement.
However, some minor modifications will augment
the publication further.

1) There are minor language errors across the Thank you for your suggestion. We have revised
paper. Running the paper through Grammarly like the entire manuscript in terms of language
software will help improvise the language further. improvement. Changes are highlighted in green
colour.

2) Just before the variables are discussed in the Thank you very much for your suggestion, which
Theoretical development section, the author can we believe helps improve our manuscript’s quality.
choose to mention about the S-0-R model, which We are now proposing S-O-R framework as the
suits this paper as an overarching theory. overarching theory for this study. That can be seen
in both the introduction section and the theoretical
background section.

3) Please create contributions to theory and Thank you for your suggestion. We have acted
managerial implications as separate sections for accordingly and separated these two sub-sections.
better readership. Please see page 12, 13 and 14 for these changes.

4) Again in the contribution to theory connect the Thank you for your suggestion. As mentioned
overarching S-0-R theory with the results obtained above, we are now proposing S-O-R framework as
in this study. Such practice will augment the the overarching theory for this study and its
contribution quality of this otherwise nice study. connection with our results. Theoretical
contributions are added based on this adoption.
Please see page 13 for that change. Additionally,
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suggestions for future research are also offered


based on the use of S-O-R framework.
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5) Please cite a few papers from JOCC to make this We have acted accordingly and added relevant
paper relevant to the Journal. literature made available by JOCC about this topic.
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Please see the reference list for these changes,


highlighted in green colour.

All the best for your publication. Thank you.


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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

17 Keywords: Gamification; Gamification-based tools; Engagement behaviours; Student


18 engagement; Kahoot’s!;

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20 Type of Paper: Research Paper


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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

development on stakeholders engagement (Leonidou, Christofi, Vrontis, & Thrassou, 2018;

Loureiro, Romero, & Bilro, 2020; Watson, Wilson, Smart, & Macdonald, 2018) and customer

engagement (Bilro & Loureiro, 2020; Hollebeek, Clark, Andreassen, Sigurdsson, & Smith,

2020). Student engagement may be defined as behavioural and psychological involvement in

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 &

Ricciardi, 2015; Galbis-Córdova, Martí-Parreño, & Currás-Pérez, 2017; Looyestyn et al.,

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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environments (Piñeiro-Otero & Costa-Sánchez, 2015). Contrariwise, several authors have

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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gamification in higher educational environments may promote positive behaviour changes,

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

in students’ engagement in higher education environments, analysing the data through a

sentiment analysis technique based on a text-mining approach. For that, authors lay hands to

stimulus-organism-response (SOR) theoretical framework (Eroglu, Machleit, & Davis, 2003;

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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technological approaches such as gamification to improve students’ service (i.e., education).

As far as authors are aware, this paper is one of the pioneers to further understand students’
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engagement process through technological tools such as gamification in an extended period


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(such as a semester) in an actual/physical environment.

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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

research limitations and opportunities for further research.

Theoretical background

Gamification and its use in educational settings

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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problems (Chaudhary, 2010; Kapp, 2012).


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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

gamification in different surroundings, such as Higher Education Institutions (HEI).

Various studies have observed participants’ behavioural changes in gamified environments

(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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in students' engagement. For that, authors lay hands to stimulus-organism-response (SOR)


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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

consumers, shareholders, providers, or students, from various viewpoints (Loureiro, Romero,

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

areas such as psychology, sociology, or education (Garczynski, Waldrop, Rupprecht, &

Grawitch, 2013; Loureiro, Bilro, & Angelino, 2020; Morimoto & Friedland, 2013). Literature

defines student engagement as a behavioural and psychological involvement in learning

activities (Appleton et al., 2008). Student engagement is also seen as a multidimensional

construct, comprising three dimensions: cognitive engagement, behavioural engagement, and

emotional/affective engagement (Fredricks, Blumenfeld, & Paris, 2004; Jimerson, Campos, &

Greif, 2003).

First, cognitive engagement can be recognised as expending additional effort to understand

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,

2006). Second, behavioural engagement can usually be perceived in technological contexts


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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

defines emotional engagement as the students’ psychological response to academic settings,

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

dimension (Fredricks et al., 2004).

Methods

Qualitative research based on a quasi-experimental design is adopted in this study, as we aim

to demonstrate causality between an intervention and its outcome (Harris et al., 2006). To

operationalise the study, we conduct a quasi-experimental design without a control group

(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

individually. Researchers also conducted a post-experimental debrief to participants, as we are

dealing with experience-based learning activities (Stewart, 1992). From a total of 91

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,

2016; Zhao & Patrick Rau, 2020).

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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(MeaningCloud, 2019b). MeaningCloud Sentiment Analysis API uses semantic approaches

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

sentence and produces an interpretation of the text so it can be analysed (Godbole,

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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most mentioned topics discussed by the students in their responses.


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[INSERT TABLE 1 ABOUT HERE]


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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

after as an element of entertainment.

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’

(see Figure 1).

[INSERT FIGURE 1 ABOUT HERE]

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

of tool is related to education rather than entertainment.

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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predefined taxonomy to different snippets of a text. By applying a powerful semantic rule


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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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previous analysis, with a clear focus on educational environments (Table 2).

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[INSERT TABLE 2 ABOUT HERE]

To complement the analysis, researchers use a fourth text-mining procedure as it became

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

(see Table 3).

[INSERT TABLE 3 ABOUT HERE]

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

tools as a good approach to adopt in educational environments, namely inside classrooms.

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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MeaningCloud software, it is possible to analyse the sentiments expressed in each comment or


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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

answers reveal negative sentiments.

[INSERT TABLE 4 ABOUT HERE]

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

This study explores if gamification tools influence students’ engagement in services,

specifically in Higher Education Settings. The literature already points out some behavioural

changes observed in participants of gamified environments, namely online (e.g., Chaudhary,

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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type of gamification tools as a good approach to implement in educational environments,

namely inside classrooms.

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This study also shed light on the impact of gamification activities on student engagement,

which can be seen as a behavioural and psychological involvement in learning activities

(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

application can contribute to greater interest and motivation.

Conclusions and implications

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

and improvement of services and higher education institutions (HEI).


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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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implementation of gamification-based activities within an educational environment requires


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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

of students’ engagement. Research employing this framework suggests that technological

experiences resulting from controlled stimuli may be critical to engagement (Mosteller &

Mathwick, 2014). Psychological engagement, defined as a cognitive and affective commitment

to a functional relationship (Mollen & Wilson, 2010), may manifest from the gamification

process experienced.

Managerial implications

From a managerial perspective, students’ engagement in gamification activities shows relevant

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

technology-based approach advantages or disadvantages.

Limitations and future research

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
iew

assigned to specific groups of ideas (Seifert, 2004). Third, using a single gamification-based
v

tool (Kahoot!) can also be perceived as a limitation. Other gamification tools could be used,
Re

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
er

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’

interest and engagement.

14
Consistent with our research, future researchers may consider building on the S-O-R

framework applied to student engagement to investigate the structural paths linking

environmental stimuli, psychological processes and engagement-related responses. Moreover,

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

gamification educational approaches.

Declaration of Conflicting Interests

The authors declared no potential conflicts of interest concerning the research, authorship

and/or publication of this article.

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
3

4
5

6
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1 Table 1. 10 most mentioned topics.
2
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.
5
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

7 Table 3. Word clusters.


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Cluster Score
Good tool 602.60
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Good way 602.55


Paying attention 531.20
Knowledge 370.08
Game 284.24
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Fun way to learn 255.64


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Stop paying attention 250.24


Outweigh the disadvantages 245.31
Wifi 244.80
Feel 243.10
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Motivation 231.84
Good Idea 231.03
Competitive environment 198.76
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Way of learning 188.90


Serious 174.45
Interactive way 168.70
Limited time 154.72
Way to teach 154.28
9 Table 4. Sentiment analysis results.
Sum % P-N %
P+ 8 10,96%
72.60%
P 45 61,64%
NEU\NONE 14 19,18% 19.18%
N 6 8,22%
8.22%
N+ 0 0,00%
Total 73 100,00% 100,00%
10

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12

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