Analyzing Gamification Elements in Educational Apps

Abstract


Introduction: The application of gamification resources in educational environments can be done using different elements and purposes. Objective: To understand whether the types of gamification elements used vary depending on the focus of the educational app. Methodology: Educational apps of three different types—language learning; coding learning; and quiz—were analyzed; and initial indications were discussed based on this analysis. Initial Results: It was observed that the elements tend to vary depending on the educational segment; and hypotheses were raised to explain this. More in-depth results are expected as the research continues.
Keywords: Gamification, Gamification Elements, Educational Apps

References

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Published
2025-09-08
PERICO, Nicolle Mussói; SILVEIRA, Milene Selbach. Analyzing Gamification Elements in Educational Apps. In: POSTERS & DEMONSTRATIONS - BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTATIONAL SYSTEMS (IHC), 24. , 2025, Belo Horizonte/MG. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 191-195. DOI: https://doi.org/10.5753/ihc_estendido.2025.13285.

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