Skip to main content

Democratizing Gamification Strategy Design on Multitenant Platforms Through a Low-Code Approach

  • Conference paper
  • First Online:
Methodologies and Intelligent Systems for Technology Enhanced Learning, 14th International Conference (MIS4TEL 2024)

Abstract

Gamification is a growing trend, driving behavioral shifts and nurturing user engagement across online platforms. Yet, a critical challenge persists in sustaining the underlying gamification engines that drive platform-oriented gamification. Typically, these systems are the domain of developers, but what if this capability were democratized for end users? This paper presents a case study wherein a gamification engine underwent evaluation within the dynamic ecosystem of the CAMPUS platforms. Given the technical complexity inherent in construction and the inadequacy of hard coding, the study's evaluation centered on a design-based research methodology. This approach encompassed four iterative cycles, testing various phases of prototype designs and culminating in the development of a low-code interface tailored for platform administrators’ use. According to the results of this study, it was possible to validate the relevance and importance of implementing the low code interface since it proved useful in simplifying the gamification creation process and was suitable for the target audience, bringing novelty to the current gamification system.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness. In: Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek ’11. p. 9. ACM Press, New York, New York, USA (2011)

    Google Scholar 

  2. Orji, R., Tondello, G.F., Nacke, L.E.: Personalizing persuasive strategies in gameful systems to gamification user types. In: Conference on Human Factors in Computing Systems - Proceedings. 2018-April, pp. 1–14 (2018). https://doi.org/10.1145/3173574.3174009

  3. Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., Maher, C.: Does gamification increase engagement with online programs? A systematic review. PLoS ONE 12, 1–19 (2017). https://doi.org/10.1371/journal.pone.0173403

    Article  Google Scholar 

  4. Silva, C., Vieira, J., Campos, J.C., Couto, R., Ribeiro, A.N.: Development and Validation of a Descriptive Cognitive Model for Predicting Usability Issues in a Low-Code Development Platform. (2021)

    Google Scholar 

  5. Silva, J.: Gamification for all em ambiente multi-tenant, O caso das plataformas Campus by fundação Altice e miOne (2021). http://hdl.handle.net/10773/31631

  6. Mora, A., Riera, D., Gonzalez, C., Arnedo-Moreno, J.: A literature review of gamification design frameworks. In: 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pp. 1–8. IEEE (2015)

    Google Scholar 

  7. Hunicke, R., Leblanc, M., Zubek, R.: MDA: A Formal Approach to Game Design and Game Research (2004)

    Google Scholar 

  8. Duarte, L.C.S., Battaiola, A.L.: Distinctive features and game design. Entertain. Comput. 21, 83–93 (2017). https://doi.org/10.1016/j.entcom.2017.03.002

    Article  Google Scholar 

  9. Buckley, P., Doyle, E.: Gamification and student motivation. Interact. Learn. Environ. 24, 1162–1175 (2016). https://doi.org/10.1080/10494820.2014.964263

    Article  Google Scholar 

  10. Burnett, M., et al.: Toward theory-based end-user software engineering. In: New Perspectives in End-User Development. pp. 231–268. Springer International Publishing, Cham (2017)

    Google Scholar 

  11. Paternò, F., Wulf, V.: New Perspectives in End-User Development. Springer International Publishing (2017)

    Book  Google Scholar 

  12. Barricelli, B.R., Cassano, F., Fogli, D., Piccinno, A.: End-user development, end-user programming and end-user software engineering: a systematic mapping study. J. Syst. Softw. 149, 101–137 (2019). https://doi.org/10.1016/j.jss.2018.11.041

    Article  Google Scholar 

  13. Blackwell, A.F.: End-user developers – What are they like? In: New Perspectives in End-User Development, pp. 121–135. Springer International Publishing, Cham (2017)

    Google Scholar 

  14. Ludwig, T., Dax, J., Pipek, V., Wulf, V.: A practice-oriented paradigm for end-user development. In: New Perspectives in End-User Development. pp. 23–41. Springer International Publishing, Cham (2017)

    Google Scholar 

  15. Di Ruscio, D., Kolovos, D., de Lara, J., Pierantonio, A., Tisi, M., Wimmer, M.: Low-code development and model-driven engineering: Two sides of the same coin? Softw. Syst. Model. 21, 437–446 (2022). https://doi.org/10.1007/s10270-021-00970-2

    Article  Google Scholar 

  16. Luo, Y., Liang, P., Wang, C., Shahin, M., Zhan, J.: Characteristics and challenges of low-code development: the practitioners perspective. In: International Symposium on Empirical Software Engineering and Measurement. IEEE Computer Society (2021)

    Google Scholar 

  17. Liu, M.X., Sarkar, A., Negreanu, C., Zorn, B., Williams, J., Toronto, N., Gordon, A.D.: “What It Wants Me To Say”: Bridging the abstraction gap between end-user programmers and code-generating large language models. In: Conference on Human Factors in Computing Systems - Proceedings. Association for Computing Machinery (2023)

    Google Scholar 

  18. Kass, S., Strahringer, S., Westner, M.: Drivers and inhibitors of low code development platform adoption. In: 2022 IEEE 24th Conference on Business Informatics (CBI), pp. 196–205. IEEE (2022)

    Google Scholar 

  19. Richardson, C., Rymer, J.R.: Vendor Landscape: The Fractured, Fertile Terrain Of Low-Code Application Platforms The Landscape Reflects A Market In Its Formative Years. (2016)

    Google Scholar 

  20. Gomes, T., Castro, F., Tedesco, P.A.: Desenvolvendo o Pensamento Computacional na Educação Infantil: Um toolkit educacional sobre conceitos de programação baseado em storytelling transmedia. (2010)

    Google Scholar 

  21. Krings, K., Bohn, N.S., Hille, N.A.L., Ludwig, T.: “What if everyone is able to program?” - Exploring the role of software development in science fiction. In: Conference on Human Factors in Computing Systems - Proceedings. Association for Computing Machinery (2023)

    Google Scholar 

  22. Shridhar, S.: Analysis of low code-no code development platforms in comparison with traditional development methodologies. Int. J. Res. Appl. Sci. Eng. Technol. 9, 508–513 (2021). https://doi.org/10.22214/ijraset.2021.39328

    Article  Google Scholar 

  23. Plomp, Tj. (Tjeerd): Educational Design Research: An Introduction. Presented at the (2013)

    Google Scholar 

  24. Hassenzahl, M., Burmester, M., Koller, F.: AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. Presented at the (2003)

    Google Scholar 

  25. Hoadley, C., Campos, F.C.: Design-based research: what it is and why it matters to studying online learning. Educ. Psychol. 57, 207–220 (2022). https://doi.org/10.1080/00461520.2022.2079128

Download references

Acknowledgements

This work is financially supported by national funds through FCT – Foundation for Science and Technology, I.P., under the project UIDB/05460/2020.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nuno Ribeiro .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Ribeiro, N., Santos, C., Silva, H. (2024). Democratizing Gamification Strategy Design on Multitenant Platforms Through a Low-Code Approach. In: Herodotou, C., et al. Methodologies and Intelligent Systems for Technology Enhanced Learning, 14th International Conference. MIS4TEL 2024. Lecture Notes in Networks and Systems, vol 1171. Springer, Cham. https://doi.org/10.1007/978-3-031-73538-7_11

Download citation

Publish with us

Policies and ethics