Developing a Toolkit for evaluation of gamification in educational environments
Resumo
Gamification has been achieving good results in the improvement of motivation and engagement of students compared to traditional teaching methods. However, there is still no consensus regarding the metrics, instruments, and procedures for validating and evaluating the gamification design and effects in these contexts. In this paper, we report the development of a Toolkit to assist in the evaluation of gamification design in learning environments. We intend to provide, through this Toolkit, a group of empirically validated evaluation instruments categorized by their evaluation criteria, such as motivation, engagement, system usability and user experience, in order to provide the most effective evaluation solution for each gamification scenario.Referências
Alhejaili, M. H. M. and Ibrahim, R. (2023). Review of user experience models in the context of elearning setting. In 2023 5th International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA), pages 1–5. IEEE.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining” gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Dichev, C. and Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International journal of educational technology in higher education, 14(1):1–36.
Dicheva, D., Dichev, C., Agre, G., and Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of educational technology & society, 18(3):75–88.
Högberg, J., Hamari, J., and Wästlund, E. (2019). Gameful experience questionnaire (gamefulquest): an instrument for measuring the perceived gamefulness of system use. User Modeling and User-Adapted Interaction, 29(3):619–660.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Klock, A. C. T., Ogawa, A. N., Gasparini, I., and Pimenta, M. S. (2018). Does gamification matter? a systematic mapping about the evaluation of gamification in educational environments. In Proceedings of the 33rd Annual ACM Symposium on Applied Computing, pages 2006–2012.
Koivisto, J. and Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International journal of information management, 45:191–210.
Laugwitz, B., Held, T., and Schrepp, M. (2008). Construction and evaluation of a user experience questionnaire. In HCI and Usability for Education and Work: 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2008, Graz, Austria, November 20-21, 2008. Proceedings 4, pages 63–76. Springer.
Reinheimer, W. S. and Medina, R. D. (2020). Gamification in the educational context: A systematic mapping of literature with a focus on the evaluation of gamification. RENOTE, 18(2):398–407.
Sailer, M. and Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1):77–112.
Toda, A. M., Oliveira, W., Klock, A. C., Palomino, P. T., Pimenta, M., Gasparini, I., Shi, L., Bittencourt, I., Isotani, S., and Cristea, A. I. (2019). A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation. In 2019 IEEE 19th international conference on advanced learning technologies (ICALT), volume 2161, pages 84–88. IEEE.
Toda, A. M., Valle, P. H., and Isotani, S. (2017). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher links workshop: higher education for all, pages 143–156. Springer.
Werbach, K., Hunter, D., and Dixon, W. (2012). For the win: How game thinking can revolutionize your business, volume 1. Wharton digital press Philadelphia.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining” gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Dichev, C. and Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International journal of educational technology in higher education, 14(1):1–36.
Dicheva, D., Dichev, C., Agre, G., and Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of educational technology & society, 18(3):75–88.
Högberg, J., Hamari, J., and Wästlund, E. (2019). Gameful experience questionnaire (gamefulquest): an instrument for measuring the perceived gamefulness of system use. User Modeling and User-Adapted Interaction, 29(3):619–660.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Klock, A. C. T., Ogawa, A. N., Gasparini, I., and Pimenta, M. S. (2018). Does gamification matter? a systematic mapping about the evaluation of gamification in educational environments. In Proceedings of the 33rd Annual ACM Symposium on Applied Computing, pages 2006–2012.
Koivisto, J. and Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International journal of information management, 45:191–210.
Laugwitz, B., Held, T., and Schrepp, M. (2008). Construction and evaluation of a user experience questionnaire. In HCI and Usability for Education and Work: 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2008, Graz, Austria, November 20-21, 2008. Proceedings 4, pages 63–76. Springer.
Reinheimer, W. S. and Medina, R. D. (2020). Gamification in the educational context: A systematic mapping of literature with a focus on the evaluation of gamification. RENOTE, 18(2):398–407.
Sailer, M. and Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1):77–112.
Toda, A. M., Oliveira, W., Klock, A. C., Palomino, P. T., Pimenta, M., Gasparini, I., Shi, L., Bittencourt, I., Isotani, S., and Cristea, A. I. (2019). A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation. In 2019 IEEE 19th international conference on advanced learning technologies (ICALT), volume 2161, pages 84–88. IEEE.
Toda, A. M., Valle, P. H., and Isotani, S. (2017). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher links workshop: higher education for all, pages 143–156. Springer.
Werbach, K., Hunter, D., and Dixon, W. (2012). For the win: How game thinking can revolutionize your business, volume 1. Wharton digital press Philadelphia.
Publicado
06/11/2023
Como Citar
LOPES, Vinícius; ISOTANI, Seiji; MATOS, Diego Dermeval Medeiros da Cunha.
Developing a Toolkit for evaluation of gamification in educational environments. In: WORKSHOP DE PÓS-GRADUAÇÃO: GRADUATE STUDENTS EXPERIENCE (STUDX) - CONGRESSO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (CBIE), 12. , 2023, Passo Fundo/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.
p. 247-252.
DOI: https://doi.org/10.5753/cbie_estendido.2023.234960.