Can Gamification Help in Increasing Motivation, Engagement, and Satisfaction? A gamified experience in teaching CS to students from other disciplines

Abstract

The digital revolution is causing the new generations to demand new ways of learning. Motivating students is one crucial element of the learning-teaching process to achieve students’ learning, which is the main objective of education. Using typical gaming elements in non-game environments, gamification transforms the learning process into a more motivating and enjoyable experience. Therefore, gamification offers adequate solutions for the educational needs of the new generation of students. Although most studies have found benefits from gamification, the results have not been encouraging in some cases. Several review studies suggest that more empirical studies are needed to investigate the motivating effects of using gamification in different educational settings and for specific student types. This study wants to answer whether using the proposed gamification design affects motivation, engagement, and satisfaction in teaching computer science to university students from other disciplinary areas such as journalism and audiovisual communication. The experiment consists of a gamified experience in a virtual classroom in Moodle for four weeks on general computer science content. A control group and a test group were used. The difference between the two was the use of gamified elements (points, badges, levels, task unlocking...). From the data obtained in this study, no significant differences were found in motivation and satisfaction between the different groups or the different methodologies. Our results demonstrate a specific positive correlation between engagement, motivation, and satisfaction. It is worth noting the positive values obtained in this type of course among all the students who were part of this experience and methodology.

  • Referencias
  • Cómo citar
  • Del mismo autor
  • Métricas

Adukaite, A., Van Zyl, I., Er, ?., & Cantoni, L. (2017). Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Computers & Education, 111, 172-190. https://doi.org/10.1016/j.compedu.2017.04.008

Alcivar, I., & Abad, A. G. (2016). Design and evaluation of a gamified system for ERP training. Computers in Human Behavior, 58, 109-118. https://doi.org/10.1016/j.chb.2015.12.018

Arabaci, B., & Polat, M. (2013). Dijital yerliler, dijital göçmenler ve sinif yonetimi. Elektronik Sosyal Bilimler Dergisi, 12(47), 11–20. https://dergipark.org.tr/tr/pub/esosder/issue/6161/82824

Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2017). Studying student differentiation in gamified education: A long-term study. Computers in Human Behavior, 71, 550-585. https://doi.org/10.1016/j.chb.2016.08.049

Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduate education: A scale development study. Technology, Pedagogy and Education, 28(3), 269-285. https://doi.org/10.1080/1475939X.2019.1580609

Bíró, G. I. (2014). Didactics 2.0: A pedagogical analysis of gamification theory from a comparative perspective with a special view to the components of learning. Procedia-Social and Behavioral Sciences, 141, 148-151. https://doi.org/10.1016/j.sbspro.2014.05.027

Buckley, P., & Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106, 43-55. https://doi.org/10.1016/j.compedu.2016.11.009

Cafazzo, J. A., Casselman, M., Hamming, N., Katzman, D. K., & Palmert, M. R. (2012). Design of an mHealth app for the self-management of adolescent type 1 diabetes: a pilot study. Journal of Medical Internet Research, 14(3), e70. https://doi.org/10.2196/jmir.2058

Campbell, A. A. (2016). Gamification in higher education: Not a trivial pursuit Doctoral thesis. St. Thomas University Miami Gardens. Tallahassee, FL, USA.

Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. In European Conference on Games Based Learning (Vol. 1, p. 50). Academic Conferences International Limited.

Coffman, T. (2012). Using inquiry in the classroom: Developing creative thinkers and information literate students. R&L Education.

Deci, E. L., & Ryan, R. M. (2000). The" what" and" why" of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268. https://doi.org/10.1207/S15327965PLI1104_01

De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J. & Pagés, C., (2014). An empirical study comparing gamification and social networking on e-learning. Computers & education, 75, 82-91. https://doi.org/10.1016/j.compedu.2014.01.012

De-Marcos, L., Garcia-Cabot, A., & Garcia-Lopez, E. (2017). Towards the social gamification of e-learning: A practical experiment. International Journal of Engineering Education, 33(1), 66-73.

de Pontes, R. G., Guerrero, D. D., & de Figueiredo, J. C. (2019). Analyzing gamification impact on a mastery learning introductory programming course. In Proceedings of the 50th ACM technical symposium on computer science education (pp. 400-406). https://doi.org/10.1145/3287324.3287367

de Sousa Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. In Proceedings of the 29th annual ACM symposium on applied computing (pp. 216-222). https://doi.org/10.1145/2554850.2554956

Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 1-36. https://doi.org/10.1186/s41239-017-0042-5

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75-88. https://doi.org/10.1109/LaTiCE.2014.10

Dicheva, D., Irwin, K., & Dichev, C. (2019). OneUp: Engaging students in a gamified data structures course. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education (pp. 386-392). https://doi.org/10.1145/3287324.3287480

Ding, L. (2019). Applying gamifications to asynchronous online discussions: A mixed methods study. Computers in Human Behavior, 91, 1-11. https://doi.org/10.1016/j.chb.2018.09.022

Ding, L., Er, E., & Orey, M. (2018). An exploratory study of student engagement in gamified online discussions. Computers & Education, 120, 213-226. https://doi.org/10.1016/j.compedu.2018.02.007

Ding, L., Kim, C., & Orey, M. (2017). Studies of student engagement in gamified online discussions. Computers & Education, 115, 126-142. https://doi.org/10.1016/j.compedu.2017.06.016

Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020

Fraser, G., Gambi, A., Kreis, M., & Rojas, J. M. (2019). Gamifying a software testing course with code defenders. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education (pp. 571-577). https://doi.org/10.1145/3287324.3287471

Garcia-Iruela, M., Fonseca, M. J., Hijon-Neira, R., & Chambel, T. (2020). Gamification and computer science students’ activity. IEEE Access, 8, 96829-96836. https://doi.org/10.1109/ACCESS.2020.2997038

Garcia-Iruela, M., & Hijon-Neira, R. (2018). Proposal of a management interface for gamified environments in Moodle. In 2018 International Symposium on Computers in Education (SIIE). IEEE. https://doi.org/10.1109/SIIE.2018.8586766

Gartner (2011). Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. https://bit.ly/3QNdbT9

Göksün, D. O., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15-29. https://doi.org/10.1016/j.compedu.2019.02.015

Hamari, J. (2019). Gamification. In G. Ritzer, & C. Rojek (Eds.). The Blackwell Encyclopedia of sociology. John Wiley & Sons. https://doi.org/10.1002/9781405165518.wbeos1321

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). IEEE. https://doi.org/10.1109/HICSS.2014.377

Hammedi, W., Leclerq, T., & Van Riel, A. C. (2017). The use of gamification mechanics to increase employee and user engagement in participative healthcare services: A study of two cases. Journal of Service Management, 28(4), 640-661. https://doi.org/10.1108/JOSM-04-2016-0116

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019

Hassan, M. A., Habiba, U., Majeed, F., & Shoaib, M. (2019). Adaptive gamification in e-learning based on students’ learning styles. Interactive Learning Environments, 29(4), 545-565. https://doi.org/10.1080/10494820.2019.1588745

Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254-272. https://doi.org/10.1016/j.compedu.2018.06.018

Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106-1126. https://doi.org/10.1080/10494820.2018.1495653.

Hofacker, C. F., De Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34, 25-36. https://doi.org/10.1016/j.intmar.2016.03.001

Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31. https://doi.org/10.1007/s12525-015-0212-z

IEEE (2014). Everyone’s a gamer – IEEE experts predict gaming will be integrated into more than 85 percent of daily tasks by 2020. https://prn.to/3AcdWhz

Johnson, L., Becker, S. A., Cummins, M., Estrada, V., Freeman, A., & Hall, C. (2016). NMC horizon report: 2016 higher education edition (pp. 1-50). The New Media Consortium. https://www.learntechlib.org/p/171478/

Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106. https://doi.org/10.1016/j.invent.2016.10.002

Jukes, I., & Dosaj, A. (2004) Understanding DK (digital kids). Teaching and learning in the new digital landscape. https://bit.ly/3KjRPdF

Jurgelaitis, M., ?eponien?, L., ?eponis, J., & Drungilas, V. (2019). Implementing gamification in a university?level UML modeling course: A case study. Computer Applications in Engineering Education, 27(2), 332-343. https://doi.org/10.1002/cae.22077

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

Kim, T. W. (2018). Gamification of labor and the charge of exploitation. Journal of business ethics, 152(1), 27-39. https://doi.org/10.1007/s10551-016-3304-6

Koivisto, J., & Hamari, J. (2014) Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. https://doi.org/10.1016/j.chb.2014.03.007

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013

Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25-37. https://doi.org/10.1016/j.compedu.2017.11.006

Lambruschini, B. B., & Pizarro, W. G. (2015). Tech—Gamification in university engineering education: Captivating students, generating knowledge. In 2015 10th International Conference on Computer Science & Education (ICCSE) (pp. 295-299). IEEE. https://doi.org/10.1109/ICCSE.2015.7250259

Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification science, its history and future: Definitions and a research agenda. Simulation & Gaming, 49(3), 315-337. https://doi.org/10.1177/1046878118774385

Leclercq, T., Poncin, I., & Hammedi, W. (2017). The engagement process during value co-creation: Gamification in new product-development platforms. International Journal of Electronic Commerce, 21(4), 454-488. https://doi.org/10.1080/10864415.2016.1355638

Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic exchange quarterly, 15(2), 146.

Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464-481. https://doi.org/10.1080/10494820.2018.1541910

Lund, A. M. (2001). Measuring usability with the use questionnaire12. Usability interface, 8(2), 3-6.

Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 2018. CEUR-WS. http://ceur-ws.org/Vol-2186/paper2.pdf.

Mason, A. D., Michalakidis, G., & Krause, P. J. (2012). Tiger nation: empowering citizen scientists. In Proceedings of the 2012 6th IEEE International Conference on Digital Ecosystems Technologies (pp. 1-5). IEEE. https://doi.org/10.1109/DEST.2012.6227943

Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048

Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017). Gamified crowdsourcing: Conceptualization, literature review, and future agenda. International Journal of Human-Computer Studies, 106, 26-43. https://doi.org/10.1016/j.ijhcs.2017.04.005

Nah, F. F.-H., Zeng Q., Telaprolu V. R., Ayyappa A. P., Eschenbrenner B. (2014). Gamification of Education: A Review of Literature. In F. F.-H. Nah (Ed.) HCI in Business. HCIB 2014. Lecture Notes in Computer Science (vol 8527, pp. 401–409). Springer. https://doi.org/10.1007/978-3-319-07293-7_39

O’Brien, H. L., Cairns, P., & Hall, M. (2018). A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies, 112, 28-39. https://doi.org/10.1016/j.ijhcs.2018.01.004

Osatuyi, B., Osatuyi, T., & De La Rosa, R. (2018). Systematic review of gamification research in is education: a multi-method approach. Communications of the Association for Information Systems, 42(1), 5. https://doi.org/10.17705/1CAIS.04205

Poncin, I., Garnier, M., Mimoun, M. S. B., & Leclercq, T. (2017). Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore. Technological Forecasting and Social Change, 124, 320-331 https://doi.org/10.1016/j.techfore.2017.01.025

Prensky, M. (2014). The World Needs a New Curriculum: It's time to lose the "proxies," and go beyond "21st century skills"—and get all students in the world to the real core of education. Educational Technology, 54(4), 3-15

Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1-2), 72-89. https://doi.org/10.1080/09588221.2017.1382536.

Rojas-López, A., Rincón-Flores, E. G., Mena, J. J., García-Peñalvo, F. J., & Ramírez-Montoya, M. S. (2019). Engagement in the course of Programming in Higher Education through the use of Gamification. Universal Access in the Information Society, 18(3), 583-597. https://doi.org/10.1007/s10209-019-00680-z

Reiners, T., Wood, L. C., Chang, V., Gütl, C., Herrington, J., Teräs, H., & Gregory, S. (2012). Operationalising gamification in an educational authentic environment. In Proceedings of the IADIS International Conference on Internet Technologies & Society (ITS 2012) (pp.93 – 100). IADIS.

Rodrigues, L. F., Costa, C. J., & Oliveira, A. (2016). Gamification: A framework for designing software in e-banking. Computers in Human behavior, 62, 620-634. https://doi.org/10.1016/j.chb.2016.04.035

Ryan, R. M., & Deci, E. L. (2006). Intrinsic motivation inventory (IMI). Self-Determination Theory, An Approach to Human Motivation and Personality. https://bit.ly/3Aj0Pvb

Schöbel, S., Janson, A., Jahn, K., Kordyaka, B., Turetken, O., Djafarova, N., Saqr, M., Wu, D., Söllner, M., Adam, M., Heiberg Gad, P., Wesseloh, H., & Leimeister, J. M. (2020). A Research Agenda for the Why, What, and How of Gamification Designs: Outcomes of an ECIS 2019 Panel. Communications of the association for information systems, 46(1), 30. https://doi.org/10.17705/1CAIS.04630

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353. https://doi.org/10.1016/j.chb.2012.06.007

Souiden, N., Ladhari, R., & Chiadmi, N. E. (2019). New trends in retailing and services. Journal of Retailing and Consumer Services, 50, 286-288 https://doi.org/10.1016/j.jretconser.2018.07.023

Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology (JCIT), 16(4), 38-57. http://dx.doi.org/10.4018/jcit.2014100104

Warmelink, H., Koivisto, J., Mayer, I., Vesa, M., & Hamari, J. (2020). Gamification of production and logistics operations: Status quo and future directions. Journal of business research, 106, 331-340. https://doi.org/10.1016/j.jbusres.2018.09.011

Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study in online brand communities. Journal of Business Research, 109, 449-460. https://doi.org/10.1016/j.jbusres.2019.11.058

Zimmerling, E., Höllig, C. E., Sandner, P. G., & Welpe, I. M. (2019). Exploring the influence of common game elements on ideation output and motivation. Journal of Business Research, 94, 302-312. https://doi.org/10.1016/j.jbusres.2018.02.030

García-Iruela, M., Hijón-Neira, R., & Connolly, C. (2022). Can Gamification Help in Increasing Motivation, Engagement, and Satisfaction? A gamified experience in teaching CS to students from other disciplines. Education in The Knowledge Society, 23, e26932. https://doi.org/10.14201/eks.26932
+ −