Trends on Educational Gamification: Challenges and Learning Opportunities

A special issue of Education Sciences (ISSN 2227-7102).

Deadline for manuscript submissions: closed (1 January 2022) | Viewed by 57929

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Guest Editor
Department of Didactics, Faculty of Educational Sciences, University of Cadiz, 11510 Puerto Real, Spain
Interests: mathematics teaching and learning; gamification; education & educational research; education assessment and evaluation; blended learning; teacher education; problem-based-learning; game-based-learning; mathematics teachers; mathematics instruction
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Guest Editor
Department of Didactics, Faculty of Educational Sciences, University of Cadiz, 11510 Puerto Real, Spain
Interests: mathematics teaching and learning; mathematics teachers; mathematics instruction; teacher education; educational research

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Guest Editor
Department of Didactics, Faculty of Educational Sciences, University of Cadiz, 11510 Puerto Real, Spain
Interests: professional development; mathematics education; teacher education; teaching and learning; game-based-learning; problem-based-learning

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Guest Editor
Department of Applied Physics, University of Cadiz, 11510 Puerto Real, Spain
Interests: physics teaching and learning; education assessment and evaluation; chemical vapor deposition growth; electron microscopy; electronics; carbon coatings; diamond

Special Issue Information

Dear Colleagues,

Games are a natural activity—we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity.

Over the last ten years, the way in which education and training is delivered has considerably changed not only due to a new technologic environment—plenty of social networks, MOOCs, etc.—but also because of the appearance of new methodologies. Such new methodologies are shifting the center of gravity: from the teacher to the student, with the aim of awakening relational aspects, as well as promoting imagination and divergent thinking. One new approach that holds a considerable promise for helping to engage learners is, indeed, game-based learning (GBL).

However, while a growing number of institutions are beginning to see the validity of GBL, there are still many challenges to overcome before this type of learning can become widespread. Among these challenges, we find: (i) combining engaging game design with learning objectives and curriculum; (ii) evidencing learning outcomes; (iii) creating a gaming atmosphere that is adapted to all learners’ ability; (iv) the specific knowledge required for a proper game design; (v) the cultural barriers with faculty and costs associated with developing a learning game.

In this Special Issue, we want to gather several studies and experiences in GBL to be shared with other teachers and researchers. The topics of this Special Issue will relate to the use of game-based learning strategies at all academic levels:

  • Learning and instructional theory for game-based learning;
  • Future of game-based learning;
  • Social and collaborative aspects of game-based learning;
  • Assessment in game-based learning;
  • Case studies and best practices in the use of game-based learning;
  • Evidences of learning processes in game-based experiences.

REFERENCES:

The special issue should supplement the existing literature.

  • Chamoso, J.; Durán, M.J.; García, J.; Martínez, J.; Rodríguez-Sánchez, M. Análisis y experimentación de juegos como instrumentos para enseñar matemáticas. Suma 2004, 47, 47–58
  • Connolly, T.M.; Boyle, E.A.; MacArthur, E.; Hainey, T.; Boyle, J.M. A systematic literature review of empirical evidence on computer games and serious games. Educ. 2012, 59, 661–686.
  • de Freitas, S. Learning in Immersive Worlds: A Review of Game-Based Learning; Published Version Deposited in CURVE September 2013 Original; Joint Information Systems Committee: Bristol, UK, 2013
  • Oprescu, F.; Jones, C.; Katsikitis, M. I PLAY AT WORK-ten principles for transforming work processes through gamification. Psychol. 2014, 5, 1–5
  • Piñero Charlo, J. C.; Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence. Education Sciences 2020, 10 (9), 213.

Dr. José Carlos Piñero Charlo
Dr. María Teresa Costado Dios
Dr. Enrique Carmona Medeiro
Dr. Fernando Lloret
Guest Editors

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Keywords

  • game-based learning
  • assessment
  • collaborative learning
  • teacher instruction
  • learning outcomes
  • motivation

Published Papers (12 papers)

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Editorial

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6 pages, 225 KiB  
Editorial
Preface for the Special Issue “Trends in Educational Gamification: Challenges and Learning Opportunities”
by José Carlos Piñero Charlo, Nadja Belova, Eduardo Quevedo Gutiérrez, Alberto Zapatera Llinares, Elena Arboleya-García, Jakub Swacha, Paula López-Serentill and Enrique Carmona-Medeiro
Educ. Sci. 2022, 12(3), 179; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci12030179 - 04 Mar 2022
Cited by 4 | Viewed by 3100
Abstract
Readers of the journal Education Sciences probably agree that playing games comes naturally—we all know how to play some game—however, because of the complexity of gaming, it is almost exclusively limited to mammals with regard to all animals: almost 80% of mammals use [...] Read more.
Readers of the journal Education Sciences probably agree that playing games comes naturally—we all know how to play some game—however, because of the complexity of gaming, it is almost exclusively limited to mammals with regard to all animals: almost 80% of mammals use some sort of game for learning [...] Full article

Research

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16 pages, 2716 KiB  
Article
Similarities in Procedures Used to Solve Mathematical Problems and Video Games
by Juan Antonio Antequera-Barroso, Francisco-Ignacio Revuelta-Domínguez and Jorge Guerra Antequera
Educ. Sci. 2022, 12(3), 172; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci12030172 - 01 Mar 2022
Cited by 6 | Viewed by 2992
Abstract
Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, [...] Read more.
Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality. We took advantage of this recreational aspect of video games when investigating whether there are similarities between the procedures used to pass a video game level and those used to solve a mathematical problem. Moreover, we also questioned whether the use of video games can reduce the negative emotions generated by mathematical problems and logical–mathematical knowledge in general. To verify this, we used the Portal 2 video game as a research method or tool. This video game features concepts from the spatial–geometric field that the students must identify and relate in order to carry out the procedures required to solve challenges in each level. The procedures were recorded in a questionnaire that was separated into two blocks of content in order to compare them with the procedures used to solve mathematical problems. The first block pertains to the procedures employed and the second block to the emotions that the students experienced when playing the video game and when solving a mathematical problem. The results reveal that the recreational aspect of video games is more important than the educational aspect. However, the students were not aware of using the problem-solving procedures they learned at school to solve different challenges in the video games. Furthermore, overcoming video game challenges stimulates positive emotions as opposed to the negative emotions generated when solving mathematical problems. Full article
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20 pages, 1613 KiB  
Article
‘The Game of the Sea’: An Interdisciplinary Educational Board Game on the Marine Environment and Ocean Awareness for Primary and Secondary Students
by Elena Arboleya-García and Laura Miralles
Educ. Sci. 2022, 12(1), 57; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci12010057 - 16 Jan 2022
Cited by 5 | Viewed by 5681
Abstract
Games are a proven tool for learning at all ages and in many contexts. They increase the attractiveness of learning processes through arousing interest and enhancing motivation, and aid with the development of social skills. Educational games provide teachers with different approaches to [...] Read more.
Games are a proven tool for learning at all ages and in many contexts. They increase the attractiveness of learning processes through arousing interest and enhancing motivation, and aid with the development of social skills. Educational games provide teachers with different approaches to teaching. ‘The Game of the Sea’ is an interdisciplinary board game, specifically designed to teach its players about the marine environment, regardless of their age. Through its 68 sections, coloured according to particular topics and organised as a fish shape, players encounter a wide range of questions and activities. Through playing this game, players acquire a broad knowledge of science, the marine environment and its importance, and literature. The game uses an interdisciplinary approach with question cards on a variety of topics (including maths, physics, biology, chemistry, art, etc.). A total of 222 players (111 children, aged 11–15, and 111 adults, aged 18–72) tested the game. These players were enrolled in different formal and non-formal educational contexts and had different educational backgrounds. For a qualitative analysis of game sessions (participant observation), researchers acted as game moderators and, while doing so, made subtle observations of players playing the game. On top of this, the value of the game, as a didactic tool, was evaluated with a test that players took before and after the game. After playing the game, knowledge of the marine environment, increased in both children and adults, with a slightly higher increase in children. Therefore, ‘The Game of the Sea’ is suitable for teaching all ages about the marine environment. Further, this game can impart to its players the importance of the marine environment and the importance of protecting this environment. Full article
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16 pages, 2232 KiB  
Article
How to Run Your Own Online Business: A Gamification Experience in ESL
by Mª Ángeles Hernández-Prados, Mª Luisa Belmonte and Juan Carlos Manzanares-Ruiz
Educ. Sci. 2021, 11(11), 697; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11110697 - 31 Oct 2021
Cited by 3 | Viewed by 2937
Abstract
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of [...] Read more.
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the Region of Murcia (Spain) and following an action research methodology, we design, implement and evaluate a role-playing game, which consists of the creation and management of a company, The Tik Tok School. The results confirm that students felt more comfortable speaking in English because they were more motivated. They also state that during the experience they were more focused on learning rather than winning the game and that they prefer a gamification approach over traditional settings. Furthermore, they have been participating constantly using more English than Spanish. After the data analysis, we conclude that this methodology positively impacts motivation and the acquisition of a second language. Full article
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18 pages, 33195 KiB  
Article
Using a Cooperative Educational Game to Promote Pro-Environmental Engagement in Future Teachers
by Mercedes Vázquez-Vílchez, Dalia Garrido-Rosales, Beatriz Pérez-Fernández and Alicia Fernández-Oliveras
Educ. Sci. 2021, 11(11), 691; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11110691 - 29 Oct 2021
Cited by 5 | Viewed by 3116
Abstract
This paper explores the value of cooperative games in enhancing knowledge and generating pro-environmental engagement in students. For this, an educational board game related to global change was developed, validated, and subsequently evaluated using future primary school teachers. The board game was validated [...] Read more.
This paper explores the value of cooperative games in enhancing knowledge and generating pro-environmental engagement in students. For this, an educational board game related to global change was developed, validated, and subsequently evaluated using future primary school teachers. The board game was validated and evaluated in two phases. Phase I (validation phase): students pursuing a Master’s Degree in Secondary Education evaluated different aspects of the game, providing feedback that improved the game design and playing rules. Phase II (implementation–evaluation phase): the game was implemented using students of the Primary Education Degree, whose learning performance and engagement was assessed through a qualitative survey. These participants were considered potential users of the board game. The users’ experience was explored using a theoretical framework for pro-environmental engagement through playing the game. The findings demonstrate that the cooperative game proposed fomented a feeling of personal responsibility for the environment in the users. It also fostered cognitive, emotional, and behavioural engagement in the players. The results agree with the attributes present in the framework of engagement with respect to climate-change-related issues using gaming. Game-based learning can be used as a tool for enhancing global change knowledge and promoting pro-environmental engagement while bolstering Education for Sustainability (EfS) capacity in future primary-school teachers. Full article
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24 pages, 3112 KiB  
Article
Implementation of a Playful Microproject Based on Traditional Games for Working on Mathematical and Scientific Content
by Alicia Fernández-Oliveras, María José Espigares-Gámez and María Luisa Oliveras
Educ. Sci. 2021, 11(10), 624; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11100624 - 11 Oct 2021
Cited by 3 | Viewed by 2818
Abstract
According to previous research, we consider it necessary to extend the use of games, as mediating elements, in the learning of STEAM (Science, Technology, Engineering, Arts and Mathematics) contents rejected by many students. For this, we have carried out an educational research project [...] Read more.
According to previous research, we consider it necessary to extend the use of games, as mediating elements, in the learning of STEAM (Science, Technology, Engineering, Arts and Mathematics) contents rejected by many students. For this, we have carried out an educational research project on games, with an ethnomathematical approach, since games are an important cultural sign with mathematical and scientific potentialities. We have prepared an anthropological study and an analytical one, generating a catalogue of games from different cultures. Thus, we have verified that, starting with culture, we can get to the game, but we posed the query as to whether, starting from certain games, we could achieve enculturation, by activating mathematical and scientific content in the players. To answer this query, we have created a curricular design called “playful microproject” with three traditional games from different cultures and geographical contexts. The microproject was implemented with 32 participants, from 8 to 12 years old. To analyse the results of the microproject, a case study was carried out using qualitative methodology. As part of the playful microproject, the necessary materials for each game were made by hand, and the games were then played. Both the realization of the games and the act of playing showed evidence of mathematical and scientific content, although more in the act of playing. The results revealed that: (1) the three games mobilized 21 categories of analysis, made up of scientific-mathematical content; (2) the three games proved to be equivalent in strong didactic potential; (3) that the microproject provides a valuable intercultural educational approach. The contents evidenced constitute a fundamental part of the Primary Education curriculum: classify, organize, measure, and quantify items, as well as formulate hypotheses, draw conclusions, place oneself in space, and design strategies, among others. It is concluded that these games can promote scientific-mathematical enculturation in a contextualized way. Full article
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17 pages, 939 KiB  
Article
Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education
by Paula López, Jefferson Rodrigues-Silva and Ángel Alsina
Educ. Sci. 2021, 11(10), 618; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11100618 - 09 Oct 2021
Cited by 14 | Viewed by 3917
Abstract
This article reports a multiple case study in which we analyse Brazilian and Spanish mathematics teachers’ opinions about and predispositions toward gamified activities in STEAM education. To obtain data, we administered a survey to 56 in-service mathematics teachers in primary and secondary education [...] Read more.
This article reports a multiple case study in which we analyse Brazilian and Spanish mathematics teachers’ opinions about and predispositions toward gamified activities in STEAM education. To obtain data, we administered a survey to 56 in-service mathematics teachers in primary and secondary education from these countries. The survey had been previously validated throughout an expert judgement process. Our results show a high percentage of teachers who think this kind of activity has positive effects on students’ development, improving their affective domain toward mathematics and required skills for mathematical competency. Notwithstanding, many teachers report insecurity and lack of training for employing such educational methodologies. Full article
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17 pages, 3131 KiB  
Article
Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students
by Almudena Macías-Guillén, Raquel Montes Díez, Lucía Serrano-Luján and Oriol Borrás-Gené
Educ. Sci. 2021, 11(9), 527; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11090527 - 09 Sep 2021
Cited by 14 | Viewed by 3920
Abstract
Educational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution [...] Read more.
Educational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution of challenges in a game-adapted room in which several student groups compete to finish the activity in the least amount of time. To date, the Educational Hall Escape method applied to the field of business economy has not been reported in the literature. The objective of the study is to analyze the influence of the Educational Hall Escape method on the learning processes and emotions of students during the activity and its impact on their motivation and the reinforcement their competences and knowledge. An experiment was designed in which the class was divided into a control group and an experimental group. To measure the impact of the experience in the students, two tools were used: an exam and the Gamefulquest survey. Despite the fact that the results obtained show that the students perceived the experience as a game, it improved their motivation and increased their proclivity to have an emotional bond with the subject, the academic results remained steady. Full article
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18 pages, 3928 KiB  
Article
Assessment of Scratch Programming Language as a Didactic Tool to Teach Functions
by Eduardo Quevedo Gutiérrez and Alberto Zapatera Llinares
Educ. Sci. 2021, 11(9), 499; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11090499 - 03 Sep 2021
Cited by 4 | Viewed by 3815
Abstract
The objective of this research is to study the Scratch programming language as a didactic tool to teach functions. The introduction of didactic tools allowing comprehension in simple and attractive ways is required. Given the traditional teaching/learning system, it is necessary to organize [...] Read more.
The objective of this research is to study the Scratch programming language as a didactic tool to teach functions. The introduction of didactic tools allowing comprehension in simple and attractive ways is required. Given the traditional teaching/learning system, it is necessary to organize participatory and collaborative dynamic classrooms, which allow the interaction of students in activities where the educator modifies his or her traditional role as an advisor and the students take a more active role in learning through their own effort. In this sense, three activities using the Scratch programming language are proposed: the first one refers to the linear and affine functions, while the second one deals with the quadratic function and the third one is related to the exponential function. The participants in this study were 30 future teachers. The study considers the combination of magisterial lessons and active didactic methodologies as demonstration method, cooperative learning and gamification, also including the applied assessment. The activities, methodologies and assessment were evaluated by the participants with results higher than 4 in 5-point Likert scale for all cases, preferring the active methodologies than magisterial lessons. Full article
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24 pages, 4025 KiB  
Article
Formative Potential of the Development and Assessment of an Educational Escape Room Designed to Integrate Music-Mathematical Knowledge
by José Carlos Piñero Charlo, Paula Ortega García and Sara Román García
Educ. Sci. 2021, 11(3), 131; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11030131 - 18 Mar 2021
Cited by 10 | Viewed by 3197
Abstract
In the particular case of Spain, student and teacher difficulties associated with the mathematical discipline have been evidenced in PISA and TEDS-M reports. As we consider that the teachers’ difficulties are connected to the students’ performance, we propose a multi-disciplinary approach to deliver [...] Read more.
In the particular case of Spain, student and teacher difficulties associated with the mathematical discipline have been evidenced in PISA and TEDS-M reports. As we consider that the teachers’ difficulties are connected to the students’ performance, we propose a multi-disciplinary approach to deliver specific didactic/mathematical knowledge to the trainee teachers. Such additional instruction shall be meaningfully connected to the real needs of the schools, so a service-learning approach is proposed here. In the present manuscript, the trainee teachers have co-designed educational escape rooms (in coordination with local schools) with the aim of mobilizing curricular knowledge. The goal of the educational escape rooms is to foster the mathematic-related competencies by establishing meaningful connections to other curricular disciplines (music-related knowledge, in the case of this study). This paper reports on the particular experience developed with a group of students (trainee teachers) while designing their educational escape rooms, focusing on the particular case of a specific student to evidence the formative potential of the procedure. The didactic suitability of the proposed escape room has been analyzed and professional development has also been discussed, showing the mobilization of relevant professional skills and fostering the related music and mathematical didactic competencies by shifting the teaching perspective from an algorithmic point of view to a more “reasoning and designing” strategy. This constitutes an evidence of the formative potential on the co-design of educational escape rooms, when designed in the frame of a service learning approach. Full article
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15 pages, 2789 KiB  
Article
State of Research on Gamification in Education: A Bibliometric Survey
by Jakub Swacha
Educ. Sci. 2021, 11(2), 69; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11020069 - 10 Feb 2021
Cited by 83 | Viewed by 12120
Abstract
Recent years have brought a rapid growth of scientific output in the area of gamification in education. In this paper, we try to identify its main characteristics using a bibliometric approach. Our preliminary analysis uses Google Scholar, Scopus, and Web of Science as [...] Read more.
Recent years have brought a rapid growth of scientific output in the area of gamification in education. In this paper, we try to identify its main characteristics using a bibliometric approach. Our preliminary analysis uses Google Scholar, Scopus, and Web of Science as data sources, whereas the main analysis is performed on 2517 records retrieved from Scopus. The results comprise the cross-coverage of databases, geographic distribution of research, forms of publication, addressed research areas and topics, preferred publishing venues, the most involved scientific institutions and researchers, collaboration among researchers, and research impact. The main conclusions underline the sustained growth of the research output in the area for at least seven years, the widespread interest in the area across countries and branches of science, and an effective research communication in the area documented by the number of citations and the map of co-citations. Full article
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Review

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14 pages, 285 KiB  
Review
Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review
by Chantal Lathwesen and Nadja Belova
Educ. Sci. 2021, 11(6), 308; https://0-doi-org.brum.beds.ac.uk/10.3390/educsci11060308 - 21 Jun 2021
Cited by 38 | Viewed by 7023
Abstract
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have [...] Read more.
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from an actual room). We conducted a systematic literature review to find out whether the “market” for such games is already saturated or if there is still potential for further development. After searching the common databases (ERIC, Web of Science, and Google Scholar, as well as the German database FIS Bildung), we analyzed 93 journal articles, book chapters, and conference papers in English and German from the following domains: chemistry, physics, biology, mathematics, computer science, general science (interdisciplinary), environmental science, and medicine. We selected the ones that targeted a specific educational level (primary, secondary or tertiary education) and were designed for formal educational settings. It transpired that there is a need for more easily adaptable escape rooms as well as for more empirical evidence on their actual effects. Full article
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