Components, model types and their rethinking The Complex Modell of Gamification applied in education
Main Article Content
Abstract
Gamification (Deterding et al., 2011) is one of the emerging systems of learning organisation, assessment and motivation. The approaches and interpretative frameworks of gamification cover a broad spectrum: different theoretical and practical models from different fields approach the theory and application of gamification in different ways. In both international and Hungarian theory and practice, context is weakly and often unconsciously represented as a key component influencing gamification design processes and application. Further complicating the discourse on gamification is the issue of definition: the definition formulated by Deterding and colleagues (Deterding et al., 2011) has become de facto generally accepted, but due to its broad interpretative framework, several domain-specific definitions have emerged in recent years (e.g. Kapp et al, 2013; Yu-Kai, 2014). In addition to the problem of defining the concept, there is also the question of the elements and components of gamification, namely, how they can be classified, and what mechanisms of action and interrelationships can be identified between the components. To address the above-mentioned problems, as part of our PhD research, an attempt is made to explore the elements, components and model types of gamifications, drawing on existing international research and practice, as well as to make the interrelationships between the components of gamification transparent. A further result of our investigation is a possible taxonomic interpretation of the model types of gamifications, in which we build on Karl M. Kapp’s (Kapp et al. 2013) classification, reconsidering the model types he has distinguished and their content. In addition to interpreting the model types, our investigation includes the exploration of a new a component (learning components) and the recommendation of a new gamification model for the international and Hungarian discourse of gamification. As a result of our investigation, our aim is to facilitate the application of gamification in education for Hungarian and international pedagogical practice.
Downloads
Article Details
References
Apostol, S., Zaharescu, L., & Alexe, I. (2013). Gamification of learning and educational games. The 9th International Scientific Conference ELearning and Software for Education, 67–72.
Arató, F. (2011). A kooperatív tanulásszervezés paradigmatikus jellege. In T. Kozma & I. Perjés (Szerk.), Törekvések és lehetőségek a 21. század elején [X. Országos Neveléstudományi Konferencia] (pp. 11–22). ELTE Eötvös Kiadó.
Barbarics, M. (2015). Iskolai értékelés gamification alapokon. Oktatás-Informatika, 7(1), 43–61.
Barbarics, M. (2018). Gamifikáció a demokratikus iskolai értékelésért. In E. Gabos (Ed.), A média hatása a gyermekekre és fiatalokra IX. (pp. 22–28).
Bloom, B. S. (1956). Taxonomy of Educational Objectives, Handbook: The Cognitive Domain. David McKay.
Bloom, B. S. (1994). Reflections on the development and use of the taxonomy. In R. J. Kenneth, L. W. Anderson, & L. A. Sosniak (Szerk.), Bloom’s taxonomy: A forty-year retrospective. Yearbook of the National Society for the Study of Education. (Vol. 93). University of Chicago Press.
Bunchball. (2010). Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior Introduction.
Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and Education: A Literature Review. ECGBL, October 9-10.
Cerasoli, C., Nicklin, J. M., & Ford, M. T. (2014). Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. Psychological Bulletin, 140(4), 980–1008.
Chorney, A. I. (2012). Taking The Game Out Of Gamification. Dalhousie Journal of Interdisciplinary Management, 8(1). https://doi.org/10.5931/djim.v8i1.242
Damsa, A., & Putz, Á. (2014). A játék, mint optimális tanulási környezet – Játékosítás a gyakorlatban. XII. Pedagógiai Értékelési Konferencia, 67. http://www.edu.u-szeged.hu/pek2014/download/PEK_2014_kotet.pdf
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1016/s0022-5347(11)60242-5
Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification. Using Game-Design Elements in Non-Gaming Contexts. In CHI’11 Extended Abstracts on Human Factors in Computing Systems (2011) (pp. 2425–2428). ACM. https://doi.org/https://doi.org/10.1145/1979742.1979575
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18(3), 1–14.
Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011). Calibration games: Making calibration tasks enjoyable by adding motivating game elements. UIST’11 - Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, 403–412. https://doi.org/10.1145/2047196.2047248
Fridrich, M. (2020). Félreértett Gamifikáció? Autonómia És Felelősség, 5(1-4. sz), 71-83.
Fridrich, M. (2021). A gamifikáció és a konstruktivista neveléstudomány lehetséges kapcsolódási pontjai. Autonómia És Felelősség, 6(1–4), 5–17.
Fromann, R. (2017). Játékoslét. A gamifikáció világa. Typotex Kiadó.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming, 33(4), 441–467. https://doi.org/10.1177/1046878102238607
Gee, J. P. (2008). Learning and games in the ecology of games: Connecting youth, games, and learning. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 21–40). The MIT Press.
Halan, S., Rossen, B., Cendan, J., & Lok, B. (2010). High score! - Motivation strategies for user participation in virtual human development. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 6356 LNAI, 482–488. https://doi.org/10.1007/978-3-642-15892-6_52
Hamari, J., & Koivisto, J. (2013). Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise. Proceedings of the European Conference on Information Systems, 1–12. http://aisel.aisnet.org/ecis2013%0Ahttp://aisel.aisnet.org/ecis2013/122
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019
Juul, J. (2003). The game, the player, the world: Looking for a heart of gameness. In M. Copier & J. Raessens (Szerk.), Proceedings at the Level Up: Digital Games Research Conference. November 4–6 (pp. 30–45). Utercht University.
Kapp, K. M. (2012). What Is Gamification? In The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education (pp. 1–23). https://doi.org/10.1145/2207270.2211316
Kapp, K. M. (2017). Gamification Design for Instructions. In C. M. Reigeluth, B. J. Beatty, & R. D. Myers (Szerk.). Instructional-design Theories and Models, Vol. IV: The learner-centered paradigm of education: Vol. IV. (pp. 351–385). Routledge, Taylor and Francis Group.
Kapp, K. M., Blair, L., & Mesch, R. (2013, szerk.). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. John Wiley & Sons.
Kapp, K. M., & Boller, S. (2017). Core Dynamics: A Key Element in Instructional Game Design. Association for Talent Development. https://www.td.org/insights/core-dynamics-a-key-element-in-instructional-game-design
Kim, A. J. (2023, March 23). Gamification 101: Designing the player journey. Http://Youtu.Be/B0H3ASbnZmc.
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Koivisto, J., Hamari, J., & Majuri, J. (2018). Gamification of education and learning: A review of empirical literature. . In J. Koivisto & J. Hamari (Szerk.), Proceedings of the 2nd International GamiFIN Conference, May 21-23.
Kusuma, G. P., Wigati, E. K., Utomo, Y., & Putera Suryapranata, L. K. (2018). Analysis of Gamification Models in Education Using MDA Framework. Procedia Computer Science, 135, 385–392. https://doi.org/10.1016/j.procs.2018.08.187
McGonigal, J. (2010). Gaming can make a better word. https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world? Utolsó letöltés: 2022. 11. 13.
McGonigal, J. (2011). Reality is Broken. Jonathan Cape.
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534.
Mekler, E. D., Tuch, A. N., Brühlmann, F., & Opwis, K. (2013). Disassembling Gamification: The Effects of Points and Meaning on User Motivation and Performance. Conference on Human Factors in Computing Systems - Proceedings, 2013-April, 1137–1142. https://doi.org/10.1145/2468356.2468559
Palincsar, A. S. (1998). Social Constructivist Perspectives on Teaching and Learning. Annual Review of Psychology, 49(1), 345–375. https://doi.org/10.1146/annurev.psych.49.1.345
Pelling, N. (2011). The (short) prehistory of “gamification”… | Funding Startups (& other impossibilities). https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/ Utolsó letöltés: 2022. 11. 09.
Reigeluth, C. M., Beatty, B. J., & Myers, R. D. (2017, szerk.). Instructional-Design Theories and Models. The Learner-Centered Paradigm of Education. Volume IV.: Vol. IV. Routledge, Taylor and Francis Group.
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8
Schell, J. (2010). DICE 2010: “Design Outside the Box” Presentation. https://www.youtube.com/watch?v=nG_PbHVW5cQ Utolsó letöltés: 2023. 02. 09.
Sheldon, L. (2012). The Multiplayer Classroom: Designing Coursework as a Game . Course Technology PTR.
Stott, A., & Neustaedter, C. (2013). Analysis of Gamification in Education.
Surendeleg, G., Murwa, V., Yun, H. K., & Kim, Y. S. (2014). The role of gamification in education - a literature review. Contemporary Engineering Sciences, 7(29–32), 1609–1616. https://doi.org/10.12988/ces.2014.411217
Varga, A. (2015). Az inklúzió szemlélete és gyakorlata. Pécsi Tudományegyetem Bölcsészettudományi Kar Neveléstudományi Intézet Romológia és Nevelésszociológia Tanszék Wlislocki Henrik Szakkollégium.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., Orvis, K. L., & Conkey, C. (2009). Relationships Between Game Attributes and Learning Outcomes. Simulation & Gaming, 40(2), 217–266. https://doi.org/10.1177/1046878108321866
Yu-Kai, C. (2014). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalys Media.
Zichermann, G., & Linder, J. (2013). The gamification revolution: How leaders leverage game mechanics to crush the competition. McGraw-Hill.