Gamification in the wild: Faculty perspectives on gamifying learning in higher education

Aaron Chia Yuan Hung, Emilia Zarco, Monica Yang, Diane Dembicki, Mitchell Kase

Abstract


While numerous studies have examined gamification from the students' perspectives, few studies focus on the faculty's experience in detail. This article analyzes the experiences and self-reflections of five university instructors who designed and implemented gamification for their online or hybrid courses. It uses a design research approach to inform the gamification design and implementation decisions and draws on data collected from weekly meetings recorded over Google Hangout, as well as meeting minutes, design documents, emails, and informal reflections that retrospectively examine the process of designing and implementing the gamified courses. It also discusses the data gathered from students on their perspectives and experiences in class. While students' feedback on gamification were largely positive, many faculty members acknowledge that creating a coherent gamified course was difficult and time-consuming. However, the process of designing itself may be worth going through because it made faculty more conscious of how their teaching values were being reflected in the gamified system. The article ends with reflections on the institutional and technological constraints that were encountered, and offers recommendations on how to support educators new to gamifying learning in their courses.

DOI:10.2458/azu_itet_v5i2_hung


Keywords


gamification; learning management systems; online learning; Moodle; badges

Full Text:

PDF HTML

References


Barab, S. A., & Kirshner, D. (2001). Guest editors’ introduction: Rethinking methodology in the learning sciences. Journal of the Learning Sciences, 10(1–2), 5–15. doi:10.1207/S15327809JLS10-1-2_2.

Barab, S., & Squire, K. (2004). Design-based research: Putting a stake in the ground. Journal of the Learning Sciences, 13(1), 1–14. doi:10.1207/s15327809jls1301_1.

Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification ’13, 10–17. doi:10.1145/2583008.2583010

Bartle, R. A. (2004). Designing virtual worlds. Indianapolis: New Riders.

Berkling, K., & Thomas, C. (2013). Gamification of a software engineering course and a detailed analysis of the factors that lead to its failure. In M. E. Auer (Ed.), Proceedings of International Conference on Interactive Collaborative Learning (pp. 525–530). Piscataway, NJ: IEEE.

Bogost, I. (2011). Persuasive games: Exploitationware. Retrieved December 15, 2016, from http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php

Bransford, J., Brown, A. L., & Cocking, R. R. (2000). How people learn: Brain, mind, experience, and school. Washington, DC: National Academy Press.

Brown, A. L., Ellery, S., & Campione, J. C. (1998). Creating zones of proximal development electronically. In J. G. Greeno & S. V. Goldman (Eds.), Thinking practices in mathematics and science (pp. 341–367). Mahwah: Lawrence Erlbaum Associates, Inc.

Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. doi:10.1080/10494820.2014.964263.

Burke, B. (2014). Gamify: How gamification motivates people to do extraordinary things. Brookline: Gartner, Inc.

Caton, H., & Greenhill, D. (2014). Rewards and penalties: A gamification approach for increasing attendance and engagement in an undergraduate computing module. International Journal of Game-Based Learning, 4(3), 1–12. doi: 10.4018/ijgbl.2014070101.

Collins, A. (1999). The changing infrastructure of education. In E. C. Lagemann & L. S. Shulman (Eds.), Issues in education research: Problems and possibilities (pp. 289–298). San Francisco: Jossey-Bass.

Collins, A., Joseph, D., & Bielaczyc, K. (2004). Design Research: Theoretical and Methodological Issues. Journal of the Learning Sciences, 13(1), 15–42. doi:10.1207/s15327809jls1301_2.

Czerkawski, B. C. (2014). Designing deeper learning experiences for online instruction. Journal of Interactive Online Learning, 13(2), 29–40. Retrieved from http://www.ncolr.org/jiol/issues/pdf/13.2.1.pdf

de Byl, P. (2013). Factors at play in tertiary curriculum gamification. International Journal of Game-Based Learning, 3(2), 1–21. doi:10.4018/ijgbl.2013040101.

Design-Based Research Collective (2003). Design-based research: An emerging paradigm for educational inquiry. Educational Researcher, 32(1), 5–8. doi:10.3102/0013189X032001005.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.†In A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds.), MindTrek 2011 (pp. 9–15). doi: 10.1145/2181037.2181040.

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.

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. doi:10.1016/j.compedu.2012.12.020.

Edelson, D. C. (2002). Design research: What we learn when we engage in design. Journal of the Learning Sciences, 11(1), 105–121. doi:10.1207/S15327809JLS1101_4.

Fullerton, T. (2014). Game design workshop: A playcentric approach to creating innovative games (3th ed.). New York: Taylor and Francis.

Haaranen, L., Ihantola, P., Hakulinen, L., & Korhonen, A. (2014). How (not) to introduce badges to online exercises. In Proceedings of the 45th ACM technical symposium on Computer science education (pp. 33–38). New York: ACM Press. doi:10.1145/2538862.2538921

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In R. Sprague et al. (Eds.), Proceedings of 47th Hawaii International Conference on System Sciences (pp. 3025–3034). doi:10.1109/HICSS.2014.649.

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 and Education, 80, 152–161. doi:10.1016/j.compedu.2014.08.019.

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

Koster, R. (2004). Theory of fun for game design. Scottsdale: Paraglyph Press.

Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769–785. doi:10.1177/1046878114563662

Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, Why Bother? Academic Exchange Quarterly, 15(2), 1–5.

Lister, M. (2015). Gamification: The effect on student motivation and performance at the post-secondary level. Issues and Trends in Educational Technology, 3(2), 1-22. doi:10.2458/azu_itet_v3i2_Lister.

Mitchell, N., Danino, N., & May, L. (2013). Motivation and manipulation: A gamification approach to influencing undergraduate attitudes in computing. In P. Escudeiro & C. V. de Carvalho (Eds.), Proceedings of European Conference on Game-Based Learning (pp. 394–400). Porto, Portugal: ACPL.

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.), Proceedings of 1st International Conference on Human-Computer Interaction in Business (pp. 401–409). Crete, Greece: LNCS Springer.

Nicholson, S. (2013, June). Exploring gamification techniques for classroom management. Paper presented at Games+Learning+Society 9.0, Madison, WI.

Nicholson, S. (2015). A RECIPE for meaningful gamification. In T. Reiners & L. A. Wood (Eds.), Gamification in education and business (pp. 1–20). New York, NY: Springer.

O’Donovan, S., Gain, J., & Marais, P. (2013). A case study in the gamification of a university-level games development course. Proceedings of South African Institute for Computer Scientists and Information Technologists Conference (pp. 245–251). doi:10.1145/2513456.2513469

Ray, J. (2009). Faculty perspective: Training and course development for the online classroom. MERLOT Journal of Online Learning and Teaching, 5(2), 263–276.

Reeves, T., Herrington, J., & Oliver, R. (2005). Design research: A socially responsible approach to instructional technology research in higher education. Journal of Computing in Higher Education, 16(2), 96–115. doi:10.1007/BF02961476.

Robertson, M. (2010). Can’t play, won’t play. Retrieved December 12, 2016, from http://www.hideandseek.net/2010/10/06/cant-play-wont-play

Rosenbaum, J. E. (2001). Beyond college for all: Career paths for the forgotten half. New York: Russell Sage.

Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. Cambridge: The MIT Press.

Shea, P. (2007). Bridges and barriers to teaching online college courses: A study of experienced online faculty in thirty- six colleges. Online Learning, 11(2), 73–128.

Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston: Cengage Learning.

Wang, F., & Hannafin, M. J. (2005). Design-based research and technology-enhanced learning environments. Educational Technology Research and Development, 53(4), 5–23. doi:10.1007/BF02504682.

Wiggins, B. E. (2016). An overview and study on the use of games, simulations, and gamification in higher education. International Journal of Game-Based Learning, 6(1), 18–29. doi:10.4018/IJGBL.2016010102.

Wingo, N. P., Ivankova, N. V., & Moss, J. A. (2017). Faculty perceptions about teaching online: Exploring the literature using the technology acceptance model as an organizing framework. Online Learning, 21(1), 15–35. doi:10.24059/olj.v21i1.761

Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students’ attitudes toward lessons. The Internet and Higher Education, 33, 86–92. doi:10.1016/j.iheduc.2017.02.002.

Zichermann, G., & Cunningham, C. (2011). Gamification by design. Sebastopol: O’Reilly.