What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Towards social gaming methods for improving game-based computer science education
Proceedings of the Fifth International Conference on the Foundations of Digital Games
A case study of the in-class use of a video game for teaching high school history
Computers & Education
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
VisualJVM: A Visual Tool for Teaching Java Technology
IEEE Transactions on Education
QuesTInSitu: From tests to routes for assessment in situ activities
Computers & Education
Effects of Response-Driven Feedback in Computer Science Learning
IEEE Transactions on Education
Computers in Human Behavior
A social gamification framework for a K-6 learning platform
Computers in Human Behavior
How (not) to introduce badges to online exercises
Proceedings of the 45th ACM technical symposium on Computer science education
Hi-index | 0.00 |
Gamification is the use of game design elements and game mechanics in non-game contexts. This idea has been used successfully in many web based businesses to increase user engagement. Some researchers suggest that it could also be used in web based education as a tool to increase student motivation and engagement. In an attempt to verify those theories, we have designed and built a gamification plugin for a well-known e-learning platform. We have made an experiment using this plugin in a university course, collecting quantitative and qualitative data in the process. Our findings suggest that some common beliefs about the benefits obtained when using games in education can be challenged. Students who completed the gamified experience got better scores in practical assignments and in overall score, but our findings also suggest that these students performed poorly on written assignments and participated less on class activities, although their initial motivation was higher.