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An award system for gamification in higher education

dc.contributor.authorLopes, Rui Pedro
dc.date.accessioned2016-04-28T14:21:30Z
dc.date.available2016-04-28T14:21:30Z
dc.date.issued2014
dc.description.abstractHigher Education Institutions (HEI) have the missions of education, at a high level, research and cooperation. Regarding education, HEI must create an appropriate environment for learning, towards high-level academic performance. The conciliation of education and research paves the way for an adequate learning environment, further reinforced by the students' motivation. Motivation depends on several factors, some of them external, such as earning money, gaining social status, have a higher grade, and/or internal (intrinsic), which results from the person's core self (associated to the satisfaction people feel when doing something appealing). This paper describes the approach to applying gamification to a higher education subject in the course of computer science. It uses several game design mechanisms, such as adaptive challenges, rewards, curiosity and chance to increase the time students spend working, experiencing and learning in a HEI. The sections in the subject's curriculum are transformed into levels, awarding stars for increasingly complex achievements. Grades depend on the learning experiences students' choose, as well as on the time spent solving the challenges presented to them. There is also the concept of soft currency, which we call BitPoints, that can be used to increase the student autonomy and reduce the workload. An online platform is constantly available to inform the student about his or her progress within the subject as well as the grade at the moment of the access. Each level is represented by a castle on a map, which is considered conquered as soon as the student solves the required challenges. Depending on the difficulty of the challenges faced, the student can face a lower grade or a higher grade. Only after finishing all the levels, the student is able to successfully finish the subject. Virtual money can be spent in a virtual shop, where the student can invest in tools that can help solving some tasks. The virtual shop provides scripts, instructions and other techniques that can be valuable to students. A chance factor is also considered in the shop, giving further motivation to students. In the preliminary assessment of the process, students demonstrate willingness to compete not only to pursue the highest grade but also on the amount of collected BitPoints and on the speed to complete a level. Moreover, students frequently come back to previous levels and learning experiences, to further test the acquired skills.pt_PT
dc.identifier.citationLopes, Rui Pedro (2014). An award system for gamification in higher education. In 7th International Conference of Education, Research and Innovation (ICERI). Sevilla, Spain. ISBN 978-84-617-2484-0pt_PT
dc.identifier.isbn978-84-617-2484-0
dc.identifier.issn2340-1095
dc.identifier.urihttp://hdl.handle.net/10198/12907
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectHigher educationpt_PT
dc.subjectEducational gamespt_PT
dc.subjectAward systempt_PT
dc.titleAn award system for gamification in higher educationpt_PT
dc.typeconference paper
dspace.entity.typePublication
oaire.citation.conferencePlaceSevilla, Spainpt_PT
oaire.citation.title7th International Conference of Education, Research and Innovation (ICERI)pt_PT
person.familyNameLopes
person.givenNameRui Pedro
person.identifier.ciencia-id8E14-54E4-4DB5
person.identifier.orcid0000-0002-9170-5078
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublicatione1e64423-0ec8-46ee-be96-33205c7c98a9
relation.isAuthorOfPublication.latestForDiscoverye1e64423-0ec8-46ee-be96-33205c7c98a9

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