gamification and education: a literature review
DESCRIPTION
See paper on ResearchGate: https://www.researchgate.net/publication/266515512_Gamification_and_Education_a_Literature_ReviewTRANSCRIPT
Ins t i tu te for Educat ional Technology I ta l ian Research Counci l
ECGBL 2014 - Berlin 09-10 Oct. 2014
Gamification and Education: a Literature Review
Ilaria Caponetto, Jeff rey Earp, Michela Ot t
2
the use of game mechanics in non-gaming contexts ... (so as to) create gameful experiences !
(Deterding, Dixon, Khaled, & Nacke, 2011) (Koivisto & Hamari, 2014)
!in education the introduction of game elements in the design (and implementation) of learning processes !
(Bellotti, et al., 2013)
the what
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
3
enhance enacted processes and the experience of those involved !!strengthen engagement, change behaviours and support innovation
the why
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
4
supporting learning, employee performance, customer engagement ... even crowdsourcing initiatives !!in education !make learning more motivating and engaging !
the wherefore
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
5
increasing number of services are being gamified !
(Huotari & Hamari, 2012) (Hamari, Koivisto, & Sarsa, 2014)
!!by 2015 over half the organizations that deal with innovation processes will have gamified their activities to some extent !
Gartner !
the what's all this, then?
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
6
gamification is taking off in education !conviction that it supports and motivates students, and can thus lead to enhanced learning processes and outcomes !
(Domínguez, et al., 2013) (Kapp, 2012)
gamif/educ/ation
the scenario
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
7
the why
track emerging game-based innovation through the research lens !investigate semantic fuzziness of an emerging concept and field - gamification vs GBL
gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
8
the how
gamif/educ/ation
literature review started in early 2014 !methodological steps identified by Rickinson & May (2009) !!scoping, searching, select ing, analysing, synthesising and reporting !!!
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
9
scoping
gamif/educ/ation
corpus of scientific papers from !the Web - Google Scholar !indexed databases of scientific publications - Web of Knowledge, Scopus !academia-focused social networks - ResearchGate, academia.org
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
10
searching
gamif/educ/ation
!search string = <gamif*> (gamification, gamify, gamified, etc.) AND <education OR learning OR training> !latitude = full-text !time span = 2000 and early 2014
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
11
span
gamif/educ/ation
2002 when the word gamification is held to have been coined (Marczewski, 2012)
2000
2014
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
12gamif/educ/ation
and so what happen?how many records? !
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
13gamif/educ/ation
and so what happen?number = 5,000 + !Google Scholar = 3,000 !
latitude = title !number = ?
take 2: re-scoping
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
14gamif/educ/ation
latitude = title !number = 119 !gamif/educ/ation = first appears in the title in 2011 !!
take 2: re-scoping
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
15
119 papers on the topic published between 2011 and 2014 in training and formal educational from primary school to higher education. !!The collected papers were analysed and classified according to various criteria, including target population, type of research (theoretical vs experimental), kind of educational contents delivered, and the tools deployed. !
gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
16gamif/educ/ation
conceptual/theoretical papers (51%) !empirical studies (49%) !
wide range of learning objectives !inc. applied courses like graphic arts (Villagrasa & Duran, 2013) and gardening (Watson, Hancock, & Mandryk, 2013). !inc. transversal objectives like participatory & exploratory approaches, peer collaboration, self-guided learning, homework completion, assessment, creativty
data
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
17
Database Number of results
Research Gate 32
Scopus 17
academia.edu 13
Web of Knowledge 12
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
18
7 papers in 2011 (6% of the sample), 26 papers in 2012 (22%), and 79 in 2013 (66%).
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
19Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
20
Country Number of papers Percentage of total
USA 28 24%Other (<3%) 22 18%
Canada 8 7%
Romania 8 7%
UK 8 7%
Spain 7 6%
Norway 5 4%
Portugal 5 4%
Australia 4 3%
Brazil 4 3%
Netherlands 4 3%
Poland 4 3%
Germany 3 3%
Greece 3 3%
Japan 3 3%
South Africa 3 3%
total 119 100%
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
21Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
22
globally “gamified” process, 9% gamification as a synonym of GBL , 16% Serious Game in a global learning intervention that is gamified
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
23Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
24
increase and improve = added value in learning processes (Lee & Hammer, 2011). !motivate/motivation and engage/ment frequently = expectations, often appear in the definition of gamification itself (Groh, 2012). !university school and courses reflect the scope social and design - innovative educational strategies
14,000 words contained in the 119 abstracts !lexical nesting/loops via SoA, research reviews, quotes, citations, etc.
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
paper on ResearchGate
25
Jeffrey Earp on the web
www.magical-project.net
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014