Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification
Despite many studies proposing and evaluating frameworks to design gamified environments in education, there is still difficulty in making end-users(e.g., teachers, instructors, and designers) use these services and assess which ones are most appropriate for their context. We tackled this challenge by comparing two frameworks to design a gamified non-virtual class, through a quasiexperimental study. Our main results indicate that one of the frameworks (SixSteps to Gamification - 6D) proved to be more adaptable to the context and the other (GAMIFY-SN) was more complete to associate the gamification elementswithin the instructor’s final objectives in the gamified class. Thus, our results promote a contribution to end-users through insights on which the most suitable framework to use in each situation.