Skip to main content

Advertisement

Log in

Gamification for development: a case of collaborative learning in Sri Lankan primary schools

  • Original Article
  • Published:
Personal and Ubiquitous Computing Aims and scope Submit manuscript

Abstract

Mobile applications and gamification approaches have the potential to provide a better learning experience to children. However, these practices are rarely applied in the developing world. This paper presents a case study of a tablet-based application designed for primary school students in rural Sri Lanka for learning mathematics. In contrast to the previous studies done in developing countries, we carried out an in situ field study over 2 weeks with grade three students (8-year-olds) in two different under-resourced government schools. A comparison study was performed between students who learned through the traditional teaching methods and the ones who learned through the gamified tablet application. Using the post-colonial computing perspective, we report how some of the assumptions commonly applied in the developed countries do not work in a developing country such as Sri Lanka and how the introduction of gamified tablet applications afforded an environment that defied certain cultural norms making students feel comfortable around the teacher. We also observed the traditional teacher-centric learning transforming into a balanced mix of student-centric learning where students took ownership of their learning.

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

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10

Similar content being viewed by others

References

  1. Abdullah, MHL, Brereton M (2015) MyCalendar: fostering communication for children with autism spectrum disorder through photos and videos. Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction: 1–9. doi:10.1145/2838739.2838785

  2. Adesina AE (2011) Perceived impact of primary education on the attainment of Nigeria Vision 20:2020. Proceedings of the 2011 International Conference on Teaching, Learning and Change (c) International Association for Teaching and Learning (IATEL), 729–735

  3. Ahmed SI, Jackson SJ (2015) Residual mobilities: infrastructural displacement and post-colonial computing in Bangladesh. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, ACM, 437–446. doi:10.1145/2702123.2702573

  4. Ames MG (2015) Charismatic technology. Proceedings of the 5th Decennial AARHUS Conference: 109–120. doi:10.1080/19447014508661941

  5. Anthony L, Brown Q, Tate B, Nias J, Brewer R, Irwin G (2014) Designing smarter touch-based interfaces for educational contexts. Pers Ubiquit Comput 18(6):1471–1483. doi:10.1007/s00779-013-0749-9

    Article  Google Scholar 

  6. Asia One (2009) Sri Lanka bans mobile phones at schools after suicide. Asia One. Retrieved from http://news.asiaone.com/News/Education/Story/A1Story20090728-157608.html

  7. Backlund P, Hendrix M (2013) Educational games: are they worth the effort? Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 1–8. doi:10.1109/VS-GAMES.2013.6624226

  8. Barlett CP, Anderson CA, Swing EL (2009) Video game effects-confirmed, suspected, and speculative: a review of the evidence. Simul Gaming 40:377–403. doi:10.1177/1046878108327539

    Article  Google Scholar 

  9. Bederson BB, Hollan JD, Druin A, Stewart J, Rogers D, Proft D (1996) Local tools: an alternative to tool palettes. Proceedings of the 9th annual ACM symposium on User interface software and technology: 169–170. doi:10.1145/237091.237116

  10. Bonsignore E, Ahn J, Clegg T et al (2014) Selfies for science: collaborative configurations around science kit. Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing - CSCW Companion ‘14, 133–136. doi:10.1145/2556420.2556482

  11. Braun V, Clarke V (2006) Using thematic analysis in psychology. Qual Res Psychol 3(May 2015):77–101. doi:10.1191/1478088706qp063oa

    Article  Google Scholar 

  12. Breuer J, Bente G (2010) Why so serious? On the relation of serious games and learning. J Comput Game Cult 4(1):7–24

    Google Scholar 

  13. Brewer R, Anthony L, Brown Q, Irwin G, Nias J, Tate B (2013) Using gamification to motivate children to complete empirical studies in lab environments. Proceedings of the 12th International Conference on Interaction Design and Children: 388–391. doi:10.1145/2485760.2485816

  14. Brown Q, Anthony L (2012) Toward comparing the touchscreen interaction patterns of kids and adults. ACM SIGCHI Educ Interfeces, Softw Technol Workshop 2012:1–4

    Google Scholar 

  15. Caponetto I, Earp J, Ott M et al (2014) Gamification and education: a literature review. Proc Eur Conf Games Based Learn 1(2009):50–57

    Google Scholar 

  16. Charsky D (2010) From edutainment to serious games: a change in the use of game characteristics. Games Cult 5(2):177–198. doi:10.1177/1555412009354727

    Article  Google Scholar 

  17. Coughlan S (2014) Tablet computers in ‘70% of schools’. BBC news. Retrieved from http://www.bbc.com/news/education-30216408

  18. Creswell JW (2003) Research design Qualitative quantitative and mixed methods approaches. doi:10.3109/08941939.2012.723954

  19. Culén AL, Gasparini A (2012) iPad: a new classroom technology? A report from two pilot studies. INFuture2011: “Information Sciences and e-Society,” November 2011: 199–208

  20. Dahanayake (2006) Implementation of the philosophical concept of student centred education at senior secondary level. Retrieved from http://archive.cmb.ac.lk/research/bitstream/70130/2186/1/daha.pdf

  21. de Sousa Borges S, Durelli VHS, Macedo Reis H, Isotani S (2014) A systematic mapping on gamification applied to education. Proceedings of the 29th Annual ACM Symposium on Applied Computing - SAC ‘14:216–222. doi:10.1145/2554850.2554956

  22. Department of Examinations—Sri Lanka (2015) Department of examinations—Sri Lanka. Retrieved April 10, 2016 from http://www.doenets.lk/exam/downloads.jsf

  23. Deterding S, Dixon D, Khaled R, Nacke L (2011) From game design elements to gamefulness: defining “gamification.” Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA ‘11, 2425. doi:10.1145/1979742.1979575

  24. Domínguez A, Saenz-De-Navarrete J, De-Marcos L, Fernández-Sanz L, Pagés C, Martínez-Herráiz JJ (2013) Gamifying learning experiences: practical implications and outcomes. Comput Educ 63:380–392. doi:10.1016/j.compedu.2012.12.020

    Article  Google Scholar 

  25. Donker A, Reitsma P (2007) Drag-and-drop errors in young children’s use of the mouse. Interact Comput 19(2):257–266. doi:10.1016/j.intcom.2006.05.008

    Article  Google Scholar 

  26. Druin A (1999) Cooperative inquiry: developing new technologies for children with children. Proceedings of the SIGCHI conference on Human Factors in Computing Systems, January 1999: 592–599. doi:10.1145/302979.303166

  27. Frias-Martinez V, Virseda J, Gomero A (2012) EducaMovil: a mobile learning tool for low-income schools. Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companion - MobileHCI ‘12: 169. doi:10.1145/2371664.2371701

  28. Harrison S, Tatar D, Sengers P (2007) The three paradigms of HCI. Alt. Chi. Session at the SIGCHI …: 1–18. doi:10.1234/12345678

  29. Hays RT (2005) The effectiveness of instructional games: a literature review and discussion. Naval Air Warfare Center Training Systems Division: 1–63. http://doi.org/citeulike-article-id:3089090

  30. Henderson S, Yeow J (2012) iPad in education: a case study of ipad adoption and use in a primary school. 2012 45th Hawaii International Conference on System Sciences, IEEE Computer Society, 78–87. doi:10.1109/HICSS.2012.390

  31. Henze N, Rukzio E, Boll S (2011) 100,000,000 Taps: analysis and improvement of touch performance in the large. Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services—MobileHCI ‘11: 133. doi:10.1145/2037373.2037395

  32. Hewagamage KP, Meewellewa HMSJ, Munasinghe GK, Wickramarachi HA (2011) Role of OLPC to empower ICT adaptation in the primary education. Education in a technological world: communicating current and emerging research and technological efforts: 391–398

  33. Hiniker A, Sobel K, Hong SR et al (2015) Touchscreen prompts for preschoolers: designing developmentally appropriate techniques for teaching young children to perform gestures. Proceedings of the 14th International Conference on Interaction Design and Children: 109–118. doi:10.1145/2771839.2771851

  34. Irani L, Vertesi J, Dourish P, Philip K, Grinter RE (2010) Postcolonial computing: a lens on design and development. Proceedings of the 2010 CHI Conference on Human Factors in Computing Systems, ACM

  35. Kam M, Rudraraju V, Tewari A, Canny J (2007) Mobile gaming with children in rural India: contextual factors in the use of game design patterns. Proceedings of the 3rd Digital games research association international conference (DiGRA ‘07): 24–28

  36. Kam M, Agarwal A, Kumar A, Lal S, Mathur A, Canny J (2008) Designing E-learning games for rural children in India: a format for balancing learning with fun. Electr Eng: 58–67. doi:10.1145/1394445.1394452

  37. Kam M, Akhil M, Kumar A, Canny J (2009) Designing digital games for rural children: a study of traditional village games in India. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 09, 31–40

  38. Kapp KM (2012) The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer, San Francisco. doi:10.1145/2207270.2211316

  39. Keerthisinghe L (2012) Is Sri Lanka’s education system faced with a crisis? The Sunday Leader. Retrieved from http://www.thesundayleader.lk/2012/01/22/is-sri-lankas-education-system-faced-with-a-crisis/

  40. Kiili K (2005) Digital game-based learning: towards an experiential gaming model. Internet and High Educ 8(1):13–24. doi:10.1016/j.iheduc.2004.12.001

    Article  Google Scholar 

  41. Kolko BE, Hope A, Brunette W et al (2012) Adapting collaborative radiological practice to low-resource environments. Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work: 97–106. doi:10.1145/2145204.2145223

  42. Kumar A, Tewari A, Shroff G, Chittamuru D, Kam M, Canny J (2010) An exploratory study of unsupervised mobile learning in rural India. Proceedings of the 28th International Conference on Human Factors in Computing Systems CHI 10:743–752. doi:10.1145/1753326.1753435

  43. Large A, Nesset V, Beheshti J, Bowler L (2006) “Bonded design”: a novel approach to intergenerational information technology design. Libr Inf Sci Res 28(1):64–82. doi:10.1016/j.lisr.2005.11.014

    Article  Google Scholar 

  44. Larson M, Rajput N, Singh A, Srivastava S (2013) I want to be Sachin Tendulkar!: a spoken english cricket game for rural students. Proceedings of the 2013 conference on Computer supported cooperative work: 1353–1364. doi:10.1145/2441776.2441928

  45. Little AW (2010) Primary education reformation in Sri Lanka. doi:10.1017/CBO9781107415324.004

  46. Liyanage IMK (2013) Education system of Sri Lanka: strengths and weaknesses

  47. Mann A-M, Hinrichs U, Read JC, Quigley A (2016) Facilitator, functionary, friend or foe?: Studying the role of ipads within learning activities across a school year. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems: 1833–1845. doi:10.1145/2858036.2858251

  48. McPhee I, Marks L, Marks D (2013) Examining the impact of the apple “iPad” on male and female classroom engagement in a primary school in Scotland. Icicte: 443–451

  49. Medhi-thies I, Ferreira P, Gupta N, O’Neill J, Cutrell E (2015) KrishiPustak: a social networking system for low-literate farmers. Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, ACM, 1670–1681. doi:10.1145/2675133.2675224

  50. Meyer B (2015) IPads in inclusive classrooms: ecologies of learning. In E-Learning Systems, Environments and Approaches. Springer International Publishing, 25–37

  51. Mitra S (2003) Minimally invasive education: a progress report on the “hole-in-the-wall” experiments. Br J Educ Technol 34(3):367–371. doi:10.1111/1467–8535.00333

    Article  Google Scholar 

  52. Mystakidis S, Lambropoulos N (2014) Playful blended digital storytelling in 3D immersive elearning environments: a cost effective early literacy motivation method. Proceedings of the 2014 Workshop on Interaction Design in Educational Environments Pages 97.

  53. OLPC (2005) One Laptop Per Child. OLPC, Inc. Retrieved May 3, 2016 from http://one.laptop.org/

  54. Orr J, Flannery L, Vahey P, Ave R, Park M, Latimore S (2015) Early Math with Gracie & Friends™ Demo: app-infused curriculum and teacher support for preschool. Proceedings of the 14th International Conference on Interaction Design and Children, 458–461

  55. Pham TTH, Renshaw P (2013) How to enable Asian teachers to empower students to adopt student-centred learning. Aust J Teach Educ 38(11):65–85

    Google Scholar 

  56. Piaget J (1964) Part I: cognitive development in children: Piaget. Development and learning. J Res Sci Teach 2(3):176–186. doi:10.1002/tea.3660020306

    Article  Google Scholar 

  57. Read J, Gregory P, MacFarlane S, McManus, B, Gray P, Patel R (2002) An investigation of participatory design with children-informant, balanced and facilitated design. Interact Des Child, JANUARY: 53–64. http://doi.org/10.1.1.109.1324

  58. Roberts A, de Jong A (2016) Kids gone wild. SBS News, 1–22. Retrieved from http://www.sbs.com.au/news/dateline/story/kids-gone-wild

  59. Roussou M (2004) Learning by doing and learning through play. Comput Entertain 2(1):1–23. doi:10.1145/973801.973818

    Article  Google Scholar 

  60. Salvin RE (1978) Using student team learning: the Johns Hopkins Team Learning Project. 2–50

  61. Samsel C, Beul-Leusmann S, Wiederhold M, Krempels K-H, Ziefle M, Jakobs E-M (2009) Cascading information for ubiqitous mobility assistance. Lect Notes Bus Inf Process 18:3–10. doi:10.1007/978–3–642-01344-7

    Article  Google Scholar 

  62. Schneider J, Derboven J, Luyten K et al (2010) Multi-user multi-touch setups for collaborative learning in an educational setting. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6240 LNCS: 181–188. doi:10.1007/978–3–642-16066-0_28

  63. Sri Lanka (2014) Computer literacy statistics—2014 Department of Census and Statistics

  64. Stern J (2014) Digital classroom magazines: design considerations for young learners. CHI’14 Extended Abstracts on Human Factors in …: 921–926. doi:10.1145/2559206.2579412

  65. Strommen E (1994) Children’s use of mouse-based interfaces to control virtual travel. Hum Factor Comput Syst: 405–410

  66. Suchman L (2002) Practice-based design of information systems: notes from the hyperdeveloped world. Inf Soc 18(2):139–144. doi:10.1080/01972240290075066

    Article  Google Scholar 

  67. Talbot D (2012) Given tablets but no teachers, Ethiopian children teach themselves. MIT Technology. Review, October 29, 2012. https://www.technologyreview.com/s/506466/given-tablets-but-no-teachers-ethiopian-children-teach-themselves/. accessed 5 Aug 2017

  68. Taxen G, Druin A, Fast C, Kjellin M (2001) KidStory: a technology design partnership with children. Behav Inform Technol 20(2):119–125. doi:10.1080/01449290010020701

    Article  Google Scholar 

  69. Tizard B, Hughes M (2008) Young children learning. John Wiley & Sons, USA

  70. Tomic D, Divjak B (2011) The impact of game-based learning on the achievement of learning goals and motivation for learning mathematics—literature review. J Inf Organ Sci 35(1):15–30

    Google Scholar 

  71. Truong KN, Hayes GR, Abowd GD (2006) Storyboarding: an empirical determination of best practices and effective guidelines. Proceedings of the 6th ACM conference on Designing Interactive systems - DIS ‘06, 12. doi:10.1145/1142405.1142410

  72. Vogel D, Balakrishnan R (2010) Direct pen interaction with a conventional graphical user interface. Hum Comput Interact 25(4):324–388. doi:10.1080/07370024.2010.499839

    Article  Google Scholar 

  73. Walsh G, Druin A, Guha ML et al (2010) Layered elaboration: a new technique for co-design with children. Conference on Human Factors in Computing Systems, 1237–1240. doi:10.1145/1753326.1753512

  74. Warschauer M, Cotten S, Ames M (2011) One laptop per child Birmingham: case study of a radical experiment. Int J Learn Media 3(2):61–76. doi:10.1162/IJLM

    Article  Google Scholar 

  75. Werbach K, Hunter D (2015) The gamification toolkit: dynamics, mechanics, and components for the win. Wharton Digital Press. Retrieved from http://wdp.wharton.upenn.edu/book/gamification-toolkit/

  76. Wilby P (2013) Finland’s education ambassador spreads the word. The Guardian, 1–5. Retrieved from http://www.theguardian.com/education/2013/jul/01/education-michael-gove-finland-gcse

  77. Wyche SP, Lampe C, Rangaswamy N, Peters A, Monroy-Hernández A, Antin J (2014) Facebook in the developing world: the myths and realities underlying a socially networked world. CSCW Companion ‘14: Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing: 121–124. doi:10.1145/2556420.2556851

  78. Yip J, Clegg T, Bonsignore E, Gelderblom H, Rhodes E, Druin A (2013) Brownies or bags-of-stuff? Domain expertise in cooperative inquiry with children. Proceedings of the 12th International Conference on Interaction Design and Children - IDC ‘13:201–210. doi:10.1145/2485760.2485763

  79. Zyda M (2005) From visual simulation to virtual reality to games. Computer 38(9):25–32. doi:10.1109/mc.2005.297

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Dhaval Vyas.

Appendix

Appendix

1.1 Interview—schedule, script, and questions

1.1.1 Schedule

  • Introduction and set-up (1 min)

  • Questions (8–10 min)

  • Conclusion (2 min)

1.1.2 Script

Introduction

Introduce myself and my research.

Hi, my name is <interviewer name>.

Thank you for taking part in the field trial of the “shopper” application.

Questions (8–10 min)

The following is a list of questions that will be asked (not more than 10 min)

  • Are you using a mobile device? How?

  • Do you know how to interact with money? How did you learn?

  • What are the most engaging parts of the mobile application?

  • What are the most motivating parts of the mobile application?

  • How did you find the challenges? Any comments?

  • Did you interact with your friends while using the application? How? Why?

  • Did you interact with your teacher while using the application? How? Why?

  • What types of issues or problems did you face during the field trial?

Conclusion (1 min)

Any other further comments you’d like to add?

Wrap up and thank the participant.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Halloluwa, T., Vyas, D., Usoof, H. et al. Gamification for development: a case of collaborative learning in Sri Lankan primary schools. Pers Ubiquit Comput 22, 391–407 (2018). https://doi.org/10.1007/s00779-017-1073-6

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s00779-017-1073-6

Keywords

Navigation