Current Research and Practices of Gamification in Technology-Enhanced Learning

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Artificial Intelligence".

Deadline for manuscript submissions: closed (31 October 2021) | Viewed by 5722

Special Issue Editors


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Guest Editor
Department of Economics and Social Sciences, Beuth University of Applied Sciences, Berlin, Germany
Interests: technology-enhanced learning; gamification; digital credentials; wearables

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Guest Editor
Department of Computer Science, Computer Architecture, Computer Languages and Systems, and Statistics and Operations Research, Universidad Rey Juan Carlos, Calle Tulipán, s/n, 28933 Móstoles, Madrid, Spain
Interests: MOOC; gamification; the use of social networks in education; personal learning environments; open education; educational video and digital identity management on the web; higher education

Special Issue Information

Dear Colleagues,

The MDPI Information Journal invites submissions to a Special Issue on “Current Research and Practices of Gamification in Technology-Enhanced Learning”.

Gamification in technology-enhanced learning (TEL) has become an increasingly popular learning design strategy applied to enhance the learning gains, enjoyment, engagement and motivation of learners in both presential and online learning settings enhanced by diverse digital technologies such as learning management systems, collaboration tools, mobile and wearable technologies for learning, and augmented and virtual reality. A number of approaches to gamification have evolved over time and have either competed with each other or have been combined with each other for optimal outcomes. Some of these approaches have included BLAP amification, meaningful gamification, and deep gamification. In recent years, there has been more and more research on gamification in technology-enhanced learning using different points and rewards systems, different cooperation and competition elements such as challenges, battles, leaderboards, achievements, different level structures and customisable avatar designs as well as different forms of displaying objectives, progress, outcomes, peers and feedback. The focus has oftentimes been on comparing learner engagement and motivation in gamified and nongamified learning systems and applications, exploring how gamification may impact learning behaviours and learning outcomes in online learning settings such as massive open online courses (MOOCs). In particular, research on gamification in MOOCs has addressed the question of how gamification may help improve motivation, retention and completion rates.

However, research in the field of gamification remains largely inconclusive and the results are rarely comparable. A number of metastudies and literature reviews have attempted to present empirical results, but the results appear to be mixed. Although gamification research has been maturing, the research landscape is scattered, and studies tend to test different implementations of gamification design in different contexts and with different effect measures, which makes it very difficult to compare the results. Some of the key challenges have included methodological shortcomings such as small sample sizes and missing control groups, analysing the result of the whole gamified system vs. investigating the impact of individual design aspects in the system, measuring mostly short-term effects vs. long-term effects, the use of nonstandardised research methods and instruments, reliance on outdated understanding of human motivation, little research on the impact of individual gamification elements and relationships between these elements on learning and learners in gamified learning systems which combine multiple elements and little attention paid to the negative effects of gamification. A number of publications taking a metalevel view of gamification have concluded that a higher quality of research and a synthesis of findings from current research are needed to arrive at more conclusive findings in the field of gamification in technology-enhanced learning.

This Special Issue aims to explore novel design practices and research methods in the field of gamification in technology-enhanced learning. This Special Issue in particular aims to attract substantial contributions in the field with a focus on design and research frameworks as well as high-quality methods for collecting evidence on the effects of gamification in TEL, which will be of value to practitioners and researchers and will help to guide future design and research on gamification in technology-enhanced learning.

Topics of the call:

  • Current practices for designing effective gamification in TEL;
  • Novel applications and research contexts for gamification in TEL;
  • Current challenges in designing gamification in TEL including emerging technologies such as AR/VR;
  • Current studies on the perceptions and attitudes towards gamification in TEL;
  • Current approaches to designing gamification in TEL for diverse learner/player types;
  • Conceptual and ethical challenges in designing gamification in TEL, including proposed solutions;
  • Measuring the effectiveness of gamification elements and relationships between them in the context of TEL;
  • Current approaches to measuring the long-term effects of gamification in TEL;
  • Effects of sociodemographic, contextual and situational factors on the effectiveness of gamification in TEL;
  • Methodological innovations in design and research on gamification in TEL;
  • Contemporary theories for designing and analysing the effects of gamification in TEL;
  • Current studies on the negative effects of gamification in TEL;
  • Current approaches to providing high-quality research and valid evidence on gamification in TEL.

Prof. Dr. Ilona Buchem
Prof. Dr. Oriol Borrás Gené
Guest Editors

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Keywords

  • technology-enhanced learning (TEL)
  • gamification
  • innovation

Published Papers (2 papers)

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Research

15 pages, 2915 KiB  
Article
A Guided Scratch Visual Execution Environment to Introduce Programming Concepts to CS1 Students
by Raquel Hijón-Neira, Cornelia Connolly, Daniel Palacios-Alonso and Oriol Borrás-Gené
Information 2021, 12(9), 378; https://0-doi-org.brum.beds.ac.uk/10.3390/info12090378 - 17 Sep 2021
Cited by 3 | Viewed by 2245
Abstract
First-year computer science (CS1) university students traditionally have difficulties understanding how to program. This paper describes research introducing CS1 students to programming concepts using a Scratch programming language guided visual execution environment (VEE). The concepts addressed are those from an introductory programming course [...] Read more.
First-year computer science (CS1) university students traditionally have difficulties understanding how to program. This paper describes research introducing CS1 students to programming concepts using a Scratch programming language guided visual execution environment (VEE). The concepts addressed are those from an introductory programming course (sequences, variables, operators, conditionals, loops, and events and parallelism). The VEE guides novice students through programming concepts, explaining and guiding interactive exercises executed in Scratch by using metaphors and serious games. The objective of this study is, firstly, to investigate if a cohort of 124 CS1 students, from three distinct groups, studying at the same university, are able to improve their programming skills guided by the VEE. Secondly, is the improvement different for various programming concepts? All the CS1 students were taught the module by the same tutor in four 2-h sessions (8 h), and a qualitative research approach was adopted. The results show students significantly improved their programming knowledge, and this improvement is significant for all the programming concepts, although greater for certain concepts such as operators, conditionals, and loops than others. It also shows that students lacked initial knowledge of events and parallelism, though most had used Scratch during their high school years. The sequence concept was the most popular concept known to them. A collateral finding in this study is how the students’ previous knowledge and learning gaps affected grades they required to access and begin study at the university level. Full article
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12 pages, 864 KiB  
Article
Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training
by Miguel Garcia-Iruela, Raquel Hijón-Neira and Cornelia Connolly
Information 2021, 12(8), 300; https://0-doi-org.brum.beds.ac.uk/10.3390/info12080300 - 28 Jul 2021
Cited by 4 | Viewed by 2356
Abstract
A reduced interest and low motivation in learning amongst vocational students has become a challenge with many traditional strategies not capable of providing a solution to motivation and encouraging participation in learning. The use of elements of games in non-recreational environments (gamification) may [...] Read more.
A reduced interest and low motivation in learning amongst vocational students has become a challenge with many traditional strategies not capable of providing a solution to motivation and encouraging participation in learning. The use of elements of games in non-recreational environments (gamification) may be a possible solution, since research indicates an improvement in user experience and engagement, with possibilities of improved motivation and behavioral results. However not all studies obtain positive results, the success of gamification is influenced by the design, the sample, and the context. This study analyzes a gamification design with the most common elements in three methodological approaches (teacher-centered, student-centered, and mixed) in three different periods throughout a program of study with vocational training students. The results indicate that the mixed approach performed worse than the other two. Carrying out a greater number of tasks did not imply a better result in the subject marks, but rather paying more attention to each task influences the result positively. Full article
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