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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
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)
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
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
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)
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
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)
Hunicke, R., Leblanc, M., Zubek, R.: MDA: A Formal Approach to Game Design and Game Research (2004)
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
Buckley, P., Doyle, E.: Gamification and student motivation. Interact. Learn. Environ. 24, 1162–1175 (2016). https://doi.org/10.1080/10494820.2014.964263
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)
Paternò, F., Wulf, V.: New Perspectives in End-User Development. Springer International Publishing (2017)
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
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)
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)
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
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)
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)
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)
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)
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)
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)
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
Plomp, Tj. (Tjeerd): Educational Design Research: An Introduction. Presented at the (2013)
Hassenzahl, M., Burmester, M., Koller, F.: AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. Presented at the (2003)
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
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
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
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
DOI: https://doi.org/10.1007/978-3-031-73538-7_11
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-73537-0
Online ISBN: 978-3-031-73538-7
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)