User-Centered Gamification for E-Learning Systems: A Quantitative and Qualitative Analysis of its Application

Gamification applies game elements in non-game contexts to improve users’ experience. One of the contexts that have mostly taken advantage of gamification is the educational one. However, the students’ experience is unique, since it varies according to their profile. Therefore, the individualities of each student must be considered to improve the students’ experience. This paper aims to explore the gamification properties and analyze the results of the user-centered application. For this, we proposed a framework focused on the user-centered gamification in the educational context, taking into account personal, functional, psychological, temporal, playful, implementable and evaluative properties. After applying the framework in the e-learning system, the controlled experiment with 139 students revealed an increase in students’ interaction, engagement and satisfaction. Thus, our main contributions are the improvement of the students’ experience with the user-centered gamification and the definition of a framework to assist in its application. This paper proposes a user-centered gamification framework for educational context It has been applied in an e-learning system and a controlled experiment was conducted A total of 139 students enrolled for an online course, and half of them used the gamified version Results indicate an increase in the students’ interaction, engagement and satisfaction

[1]  Asimina Vasalou,et al.  Me, myself and I: The role of interactional context on self-presentation through avatars , 2009, Comput. Hum. Behav..

[2]  Yigal Attali,et al.  Gamification in assessment: Do points affect test performance? , 2015, Comput. Educ..

[3]  Sari Gilbert Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education , 2015 .

[4]  Carina S. González-González,et al.  FRAGGLE: A FRamework for AGile Gamification of Learning Experiences , 2015, GALA.

[5]  Regina Bernhaupt,et al.  Evaluating User Experience in Games - Concepts and Methods , 2010, Human-Computer Interaction Series.

[6]  Gustavo Fortes Tondello,et al.  Elements of Gameful Design Emerging from User Preferences , 2017, CHI PLAY.

[7]  Randolph G. Bias,et al.  Research Methods for Human-Computer Interaction , 2010, J. Assoc. Inf. Sci. Technol..

[8]  Rebeca P. Díaz Redondo,et al.  An Experiment to Assess Students’ Engagement in a Gamified Social Learning Environment , 2015 .

[9]  Nan Jiang,et al.  Gamified Culture-Aware Feedback Acquisition , 2014, 2014 IEEE/ACM 7th International Conference on Utility and Cloud Computing.

[10]  Isabela Gasparini,et al.  Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System , 2015, HCI.

[11]  Fiona Fui-Hoon Nah,et al.  Gamification of Education Using Computer Games , 2013, HCI.

[12]  Enric Llagostera,et al.  On Gamification and Persuasion , 2012 .

[13]  E. Deci,et al.  Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.

[14]  Janet Willars,et al.  The effect of vaginal closure technique on early post-operative pain following vaginal prolapse surgery: a feasibility pilot study and qualitative assessment , 2014, SpringerPlus.

[15]  B. J. Fogg,et al.  Persuasive technology: using computers to change what we think and do , 2002, UBIQ.

[16]  Christopher Cunningham,et al.  Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .

[17]  Rebeca P. Díaz Redondo,et al.  A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..

[18]  Gilad Ravid,et al.  Adaptive Approach for Gamification Optimization , 2014, 2014 IEEE/ACM 7th International Conference on Utility and Cloud Computing.

[19]  Darryl Charles,et al.  An Investigation of Gamification Typologies for Enhancing Learner Motivation , 2014, 2014 International Conference on Interactive Technologies and Games.

[20]  Iván Cantador,et al.  Validating Gamification Mechanics and Player Types in an E-learning Environment , 2015, EC-TEL.

[21]  Yusep Rosmansyah,et al.  Gamification framework model, based on social engagement in e-learning 2.0 , 2014, 2014 2nd International Conference on Technology, Informatics, Management, Engineering & Environment.

[22]  Galia Angelova,et al.  Gamification in Education: A Systematic Mapping Study , 2015, J. Educ. Technol. Soc..

[23]  Marcelo Soares Pimenta,et al.  Does gamification matter?: a systematic mapping about the evaluation of gamification in educational environments , 2018, SAC.

[24]  J. Bittner,et al.  Motivational effects and age differences of gamification in product advertising , 2014 .

[25]  Carina S. González-González,et al.  Gamification: a systematic review of design frameworks , 2017, Journal of Computing in Higher Education.

[26]  Jing Luo,et al.  Enhancing student learning experience with technology-mediated gamification: An empirical study , 2018, Comput. Educ..

[27]  Luis de Marcos,et al.  Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..

[28]  Claes Wohlin,et al.  Experimentation in Software Engineering , 2012, Springer Berlin Heidelberg.

[29]  Ig Ibert Bittencourt,et al.  Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study , 2017, Comput. Educ..

[30]  Mounia Lalmas,et al.  Models of user engagement , 2012, UMAP.

[31]  K. Werbach,et al.  For the Win: How Game Thinking Can Revolutionize Your Business , 2012 .

[32]  Isabella Kotini,et al.  A Gamification-Based Framework for Developing Learning Activities of Computational Thinking , 2015 .

[33]  Y. Rogers,et al.  Interaction Design , 2002 .

[34]  Patrick Buckley,et al.  Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market , 2017, Comput. Educ..

[35]  Eric Brangier,et al.  The Gamification Experience: UXD with a Gamification Background , 2013 .

[36]  Jennifer A. Fredricks,et al.  School Engagement: Potential of the Concept, State of the Evidence , 2004 .

[37]  Bradley E. Wiggins An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education , 2016, Int. J. Game Based Learn..

[38]  Chung-Ho Su,et al.  A Mobile Game-based Insect Learning System for Improving the Learning Achievements , 2013 .

[39]  Deborah I. Fels,et al.  Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..

[40]  A. Bakker,et al.  Burnout and Engagement in University Students , 2002 .

[41]  Juho Hamari,et al.  Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..

[42]  L. Cronbach Coefficient alpha and the internal structure of tests , 1951 .

[43]  G. Oehlert A first course in design and analysis of experiments , 2000 .

[44]  Julita Vassileva,et al.  Does gamification work for boys and girls?: An exploratory study with a virtual learning environment , 2015, SAC.

[45]  P. Hekkert Design aesthetics: principles of pleasure in design , 2006 .

[46]  Kenton O'Hara,et al.  Gamification. using game-design elements in non-gaming contexts , 2011, CHI Extended Abstracts.

[47]  R. Conaway,et al.  Gamification and service marketing , 2014, SpringerPlus.

[48]  N. Lazzaro Why We Play : Affect and the Fun of Games—Designing Emotions for Games, Entertainment Interfaces, and Interactive Products , 2012 .

[49]  Karl M. Kapp,et al.  A Gamified Approach on Learning Logic Gates to Improve Student’s Engagement , 2012, IOP Conference Series: Materials Science and Engineering.

[50]  C. B. Ferster,et al.  Schedules of reinforcement , 1957 .

[51]  Marcelo Soares Pimenta,et al.  5W2H Framework: a guide to design, develop and evaluate the user-centered gamification , 2016, IHC.

[52]  Cornelius Ncube,et al.  The design of adaptive acquisition of users feedback: An empirical study , 2014, 2014 IEEE Eighth International Conference on Research Challenges in Information Science (RCIS).