skip to main content
10.1145/2872518.2891074acmotherconferencesArticle/Chapter ViewAbstractPublication PagesthewebconfConference Proceedingsconference-collections
abstract

A Quantitative Analysis of the Most Relevant Gamification Elements in an Online Learning Environment

Published: 11 April 2016 Publication History

Abstract

In the last decade, many researchers have studied the use of game elements in education. The term "gamification" refers to the application of elements used in the development of video games, such as mechanics and dynamics in other contexts unrelated to games, in order to generate more enjoyable and positive attitudes from the students. The gamication process involves using several elements present in video games, like: points, levels, rankings, rewards (badges/achievements) and missions. In this study, we assess whether or not, gamification elements can help and motivate students enrolled in a gamified ontology-based adaptive online learning environment called MeuTutor. In this context, we followed the Pedagogical Recommendation Process to discover which gamification elements were relevant to promote learning, in order to recommend improvements to the environment. To do that, this study shows a quantitative analysis(correlation analysis) of the gamification elements from MeuTutor.

References

[1]
F. P. Alves, C. Maciel, and J. C. Anacleto. Investigando a percepç ao dos usuários sobre os mecanismos de gamificacao ao da rede social foursquare. In Companion Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems, pages 31--32. Brazilian Computer Society, 2012.
[2]
F. P. Alves, E. C. Santana, C. Maciel, and J. Anacleto. A rede social móvel foursquare: uma análise dos elementos de gamification ao sob a ótica dos usuários. In Workshop Proc. WAIHCWS, 2012.
[3]
S. d. S. Borges, H. M. Reis, V. H. Durelli, I. I. Bittencourt, P. A. Jaques, and S. Isotani. Gamificaç ao aplicada à educaç ao: Um mapeamento sistemático. In XXIV Simpósio Brasileiro de Informática na Educaç ao, 2013.
[4]
A. Cargnelutti Filho, M. Toebe, C. Burin, T. d. SILVEIRA, and G. Casarotto. Tamanho de amostra para estimaç ao do coeficiente de correlaç ao linear de pearson entre caracteres de milho. Pesquisa Agropecuária Brasileira, 45(12):1363--1371, 2010.
[5]
L. F. Da Cunha, I. Gasparini, and C. D. M. Berkenbrock. Investigando o uso de gamificaç ao para aumentar o engajamento em sistemas comoborativos. In WAIHCWS, pages 28--33, 2013.
[6]
A. M. da Rocha Fernandes and F. S. Castro. Ambiente de ensino de química orgânica baseado em gamificaç ao. In Anais do Simpósio Brasileiro de Informática na Educaç ao, volume 24, 2013.
[7]
D. B. Figueiredo Filho and J. A. Silva Junior. Desvendando os mistérios do coeficiente de correlaç ao de pearson (r). Revista Política Hoje, 18(1), 2010.
[8]
D. R. Flatla, C. Gutwin, L. E. Nacke, S. Bateman, and R. L. Mandryk. Calibration games: making calibration tasks enjoyable by adding motivating game elements. In Proceedings of the 24th annual ACM symposium on User interface software and technology, pages 403--412. ACM, 2011.
[9]
G. B. Forgiarini de Quadros. Análise sobre o ensino de línguas em ambientes virtuais gamificados. In Anais do Encontro Virtual de Documentaç ao em Software Livre e Congresso Internacional de Linguagem e Tecnologia Online, volume 3, 2014.
[10]
K. M. Kapp. The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons, 2012.
[11]
S. A. LIRA. Análise de correlaç ao: abordagem teórica e de construç ao dos coeficientes com aplicaç oes. Monografia (Dissertaç ao Pós-Graduaç ao)óUniversidade Federal do Paraná, Paraná, page 10, 2004.
[12]
J. Pavlus. The game of life. Scientific American, 303(6):43--44, 2010.
[13]
K. Werbach and D. Hunter. For the win: How game thinking can revolutionize your business. Wharton Digital Press, 2012.
[14]
G. Zichermann and C. Cunningham. Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.", 2011.

Cited By

View all
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
  • (2023)Using Hybrid Gamification to Build Community and Self-Efficacy Among Diverse University STEM StudentsHandbook of Research on Current Trends in Cybersecurity and Educational Technology10.4018/978-1-6684-6092-4.ch011(182-200)Online publication date: 17-Feb-2023
  • (2023)FORTAGONO: A Model for the Technological Mediation of the Teaching and Learning ProcessesIEEE Access10.1109/ACCESS.2023.325444111(64294-64323)Online publication date: 2023
  • Show More Cited By

Index Terms

  1. A Quantitative Analysis of the Most Relevant Gamification Elements in an Online Learning Environment

        Recommendations

        Comments

        Information & Contributors

        Information

        Published In

        cover image ACM Other conferences
        WWW '16 Companion: Proceedings of the 25th International Conference Companion on World Wide Web
        April 2016
        1094 pages
        ISBN:9781450341448

        Sponsors

        • IW3C2: International World Wide Web Conference Committee

        In-Cooperation

        Publisher

        International World Wide Web Conferences Steering Committee

        Republic and Canton of Geneva, Switzerland

        Publication History

        Published: 11 April 2016

        Permissions

        Request permissions for this article.

        Check for updates

        Author Tags

        1. education
        2. gamification
        3. learning analytics
        4. ontology-based adaptative learning environment

        Qualifiers

        • Abstract

        Funding Sources

        • Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
        • National Counsel of Technological and Scientific Development - CNPq

        Conference

        WWW '16
        Sponsor:
        • IW3C2
        WWW '16: 25th International World Wide Web Conference
        April 11 - 15, 2016
        Québec, Montréal, Canada

        Acceptance Rates

        WWW '16 Companion Paper Acceptance Rate 115 of 727 submissions, 16%;
        Overall Acceptance Rate 1,899 of 8,196 submissions, 23%

        Contributors

        Other Metrics

        Bibliometrics & Citations

        Bibliometrics

        Article Metrics

        • Downloads (Last 12 months)39
        • Downloads (Last 6 weeks)4
        Reflects downloads up to 01 Mar 2025

        Other Metrics

        Citations

        Cited By

        View all
        • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
        • (2023)Using Hybrid Gamification to Build Community and Self-Efficacy Among Diverse University STEM StudentsHandbook of Research on Current Trends in Cybersecurity and Educational Technology10.4018/978-1-6684-6092-4.ch011(182-200)Online publication date: 17-Feb-2023
        • (2023)FORTAGONO: A Model for the Technological Mediation of the Teaching and Learning ProcessesIEEE Access10.1109/ACCESS.2023.325444111(64294-64323)Online publication date: 2023
        • (2021)What to do and what to avoid on the use of gamified intelligent tutor system for low-income studentsEducation and Information Technologies10.1007/s10639-021-10728-427:2(2677-2694)Online publication date: 28-Aug-2021
        • (2020)Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCsIntelligent Tutoring Systems10.1007/978-3-030-49663-0_18(142-151)Online publication date: 3-Jun-2020
        • (2019)ConclusionsTailored Gamification to Educational Technologies10.1007/978-981-32-9812-5_7(85-88)Online publication date: 20-Oct-2019
        • (2019)IntroductionTailored Gamification to Educational Technologies10.1007/978-981-32-9812-5_1(1-7)Online publication date: 20-Oct-2019
        • (2016)What do students do on-line? Modeling students' interactions to improve their learning experienceComputers in Human Behavior10.1016/j.chb.2016.07.04864:C(769-781)Online publication date: 1-Nov-2016
        • (2016)A gamified peer assessment model for on-line learning environments in a competitive contextComputers in Human Behavior10.1016/j.chb.2016.06.04964:C(247-263)Online publication date: 1-Nov-2016
        • (undefined)The Agony of Choice Analyzing User Preferences Regarding Gamification Elements in Learning Management SystemsSSRN Electronic Journal10.2139/ssrn.3159163

        View Options

        Login options

        View options

        PDF

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader

        Figures

        Tables

        Media

        Share

        Share

        Share this Publication link

        Share on social media