scholarly journals Analysing gamification elements in educational environments using an existing Gamification taxonomy

2019 ◽  
Vol 6 (1) ◽  
Author(s):  
Armando M. Toda ◽  
Ana C. T. Klock ◽  
Wilk Oliveira ◽  
Paula T. Palomino ◽  
Luiz Rodrigues ◽  
...  

AbstractGamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments through a previously proposed and evaluated taxonomy while detailing and expanding this taxonomy. In the current paper, we describe our taxonomy in-depth as well as expand it. Our new structured results demonstrate an extension of the proposed taxonomy which results from this process, is divided into five dimensions, related to the learner and the learning environment. Our main contribution is the detailed taxonomy that can be used to design and evaluate gamification design in learning environments.

2020 ◽  
Vol 2 (4) ◽  

Measuring school culture and analyzing student learning experiences is a rapidly growing practice, with a notable uptick following the increased forcus on learning experiences spurred by international comparisons of educational environments and resulting student outcomes. The literature documents common constructs that are often included in school culture surveys. However, often all learning environments are organized together and offered the same school culture survey. This is problematic because a common school culture survey construct is “learning environment” and the items that form this construct will be significantly different based on the instructional model. Therefore, providing educators with a one size fits all culture survey does not meet the needs of schools offering problem-based learning (PrBL) and project-based learning (PBL) environments. This research examines the process for revising, designing, and validating a school culture survey aligned to PrBL and PBL environments.


Author(s):  
Lori M. Risley

This chapter addresses the necessity of a clearer understanding of the critical element of trust in all learning environments. Research on educational trust is limited, with research on trust from the learner’s perspective almost non-existent. Recent doctoral dissertation research provides a model of a trusting facilitator. This chapter presents result from that study, presenting results of a survey assessing the learners’ perspective of the facilitators’ trust and a new instrument to determine the presence of trust in the learning environment. The purpose in this chapter is to call attention to the elemental phenomenon of trust, to encourage individual reflection, to endorse trust from the learners’ perspective including continued research and implementation of trust into all educational environments.


Author(s):  
Jennifer Lee ◽  
Lin Lin

Based on constructivist principles, this chapter provides a new instructional design map for online learning environments. This instructional design map includes considerations of five elements, namely, learner, knowledge, learning environment, assessment, and technology. Considerations of these elements are based on analyses of the past and existing instructional design models, online learning models, and constructive principles. Applications of the instructional design map are also discussed in the chapter.


2022 ◽  
pp. 86-104
Author(s):  
Ruth S. Contreras-Espinosa ◽  
Jose Luis Eguia-Gomez

Although gamification has been applied to the e-government domain for the past 20 years, the literature shows that the field still lacks formal definitions to support the design of gamified strategies on these types of platforms and services, and that game element selection is often a subjective matter. This chapter provides a useful taxonomy of game elements to support the design of e-government initiatives, elaborated from the analysis of the literature on gamification frameworks and models applied to this domain. This work was additionally validated by gamification experts from public and private organizations during a series of workshops. A total of 30 commonly used game elements were selected, conceptualized, and classified into six dimensions. Gamification experts agreed that this work contributes to standardizing the game elements employed in e-government services, while the authors also believe this taxonomy can be a useful tool to analyze already existing frameworks.


2019 ◽  
Vol 6 (1) ◽  
Author(s):  
Victoria Abou-Khalil ◽  
Samar Helou ◽  
Brendan Flanagan ◽  
Mei-Rong Alice Chen ◽  
Hiroaki Ogata

Abstract A growing number of language learners use ubiquitous language learning applications to learn anytime and anywhere. Learners translate and learn isolated words inspired by their activities and surroundings. However, isolated words may have several meanings that change depending on the context. Since learners don’t have the opportunity to indicate the meaning they are looking for in an online learning environment, they risk learning translations that do not correspond to their intended meaning. Identifying the intended meaning of the learner is needed to provide them with an appropriate translation. However, isolated words are difficult to disambiguate due to a lack of text around them. To this end, informal ubiquitous learning environments can offer another type of context, one that is formed by the users’ past learning logs. In this work, we propose using the learners’ past vocabulary to disambiguate their intended meaning when they look up isolated words. Accordingly, we propose and evaluate three methods. The first method considers that the intended meaning of the learner is the one that is the most semantically similar to the learner’s past vocabulary. The second method builds on the first method but gives more weight to the vocabulary that the learner logged shortly before the target word. The third method addresses situations where the semantic similarities between the different meanings of the word and the past vocabulary have similar values. In those cases, the method considers that the intended meaning of the learner is the most common meaning in the target language. The three methods were evaluated using 148 logs of SCROLL, a ubiquitous informal language learning environment. The success rates of the three methods were 72.180%, 75.630%, and 83.050% respectively. This work shows that the past activity of language learners in informal ubiquitous language learning environments could be used to identify their intended meaning when learning a new word.


AI Magazine ◽  
2013 ◽  
Vol 34 (4) ◽  
pp. 31-45 ◽  
Author(s):  
James C. Lester ◽  
Eun Y. Ha ◽  
Seung Y. Lee ◽  
Bradford W. Mott ◽  
Jonathan P. Rowe ◽  
...  

Intelligent game-based learning environments integrate commercial game technologies with AI methods from intelligent tutoring systems and intelligent narrative technologies. This article introduces the CRYSTAL ISLAND intelligent game-based learning environment, which has been under development in the authors’ laboratory for the past seven years. After presenting CRYSTAL ISLAND, the principal technical problems of intelligent game-based learning environments are discussed: narrative-centered tutorial planning, student affect recognition, student knowledge modeling, and student goal recognition. Solutions to these problems are illustrated with research conducted with the CRYSTAL ISLAND learning environment.


2019 ◽  
Vol 57 (8) ◽  
pp. 2006-2031 ◽  
Author(s):  
Şeyma Çağlar Özhan ◽  
Selay Arkün Kocadere

This study aimed to examine the factors that explain academic success in a gamified online learning environment considering flow, emotional engagement, and motivation. The gamified online learning environment was used by 40 undergraduate students, and the data gathered from them. A hypothetical path model showing the interaction of variables with each other was suggested and tested. The experience of flow and emotional engagement in the gamified learning setting had a highly significant impact on motivation. Furthermore, it was concluded that flow increased academic success through increasing motivation. In line with numerous studies in the literature, motivation was determined to have a positive effect on academic success. In addition, the results show that flow and emotional engagement explained 68% of variance of motivation; flow, emotional engagement, and motivation explained 22% of variance of academic success. It is suggested that subsequent studies should focus on the establishment and testing of models that would help to explain success in gamified settings which should incorporate game elements and player types in the structural model.


2019 ◽  
Vol 41 (1) ◽  
pp. 91-101
Author(s):  
Manisa Koirala ◽  
Surya Koirala ◽  
Sharmila Neupane

Introduction: A supportive and systematic design of academic learning environment has been important for transfer of learning in clinical context, can lead to positive outcomes for graduates and best prepares for professional life. The objective of this study was to find out the perception of nursing students toward academic learning environment. Methods: The descriptive, cross sectional study design was used among 172 proficiency certificate level (PCL) nursing students at Maharajgunj Nursing Campus, Kathmandu Nepal. The data were collected by using Dundee Ready Education Environment Measure (DREEM) Inventories with complete enumeration technique which was developed by Roff et al (1997). Data were analyzed using descriptive and inferential statistics. Results: Overall mean score of academic learning environment was found 142.78 out of 200 for 50 items which was in the ranged for ‘positive’ learning environments. The total mean score for perception of learning was 34.4 out of 48; for perception of teacher 30.7 out of 44; for academic self-perception 25 out of 32; for perception of atmosphere 33.3 out of 48; for social self-perceptions 19.3 out of 28. Mean scores indicated that students’ rated all five dimensions of the educational environment in this institution as an average. The significant differences were found between overall mean score; mean score of teachers, academic self-perception & social self perception of students and different academic year. Conclusion: The overall mean DREEM scores indicate a more positive academic learning environment. Although the overall learning environments score of this institution observe as an average, none of the items represents ‘excellent’ score or real positive academic learning environment.


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