SlideShare a Scribd company logo
Gamification and Education: 
a Literature Review 
Ilaria Caponetto, Jeffrey Earp, Michela Ott 
Institute for Educational Technology 
Italian Research Council 
ECGBL 2014 - Berlin 09-10 Oct. 2014
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 
the why 
enhance enacted processes and the experience of 
those involved 
! 
! 
strengthen engagement, change behaviours and 
support innovation 
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
4 
the wherefore 
supporting learning, employee performance, customer 
engagement ... even crowdsourcing initiatives 
! 
! in education 
! 
make learning more motivating and engaging 
! 
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
5 
the what's all this, then? 
increasing number of services are being gamified 
! 
(Huotari & Hamari, 2012) 
(Hamari, Koivisto, & Sarsa, 2014) 
! 
!b 
y 2015 over half the organizations that deal with 
innovation processes will have gamified their activities 
to some extent 
! 
Gartner 
! 
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
6 
the scenario 
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 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
7 
the why 
track emerging game-based innovation through the 
research lens 
!i 
nvestigate 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 
literature review started in early 2014 
! 
methodological steps identified by Rickinson & May 
(2009) 
! 
! 
scoping, searching, selecting, analysing, 
synthesising and reporting !!! 
gamif/educ/ation 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
ndexed databases of scientific publications - Web of 
Knowledge, Scopus 
! 
academia-focused social networks - ResearchGate, 
academia.org 
9 
scoping 
corpus of scientific papers from 
! the Web - Google Scholar 
!i 
gamif/educ/ation 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
! 
search string = <gamif*> (gamification, gamify, 
gamified, etc.) AND <education OR learning OR 
training> 
10 
searching 
!l 
atitude = full-text 
! time span = 2000 and early 2014 
gamif/educ/ation 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
11 
span 
2000 
2002 when the word gamification is held to have 
been coined (Marczewski, 2012) 
2014 
gamif/educ/ation 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
and so what happen? 
how many records? ! 
gamif/educ/ation 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 
12
and so what happen? 
number = 5,000 + 
! 
Google Scholar = 3,000 ! 
take 2: re-scoping 
latitude = title 
! 
number = ? 
gamif/educ/ation 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 
13
take 2: re-scoping 
latitude = title 
! 
number = 119 
! 
gamif/educ/ation = first appears in the title in 2011 
!! 
gamif/educ/ation 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 
14
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
data 
conceptual/theoretical papers (51%) 
! 
empirical studies (49%) ! 
wide range of learning objectives !i 
nc. applied courses like graphic arts (Villagrasa & Duran, 2013) 
and gardening (Watson, Hancock, & Mandryk, 2013). 
!i 
nc. transversal objectives like participatory & exploratory 
approaches, peer collaboration, self-guided learning, 
homework completion, assessment, creativty 
gamif/educ/ation 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 
16
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
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 19
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
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 21
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
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 23
24 
14,000 words contained in the 119 abstracts 
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 
!l 
exical nesting/loops via SoA, research reviews, 
quotes, citations, etc. 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
www.magical-project. 
net 
paper on ResearchGate 
25 
Jeffrey Earp on the web 
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014

More Related Content

Similar to Gamification and Education: a Literature Review

iPads in Teacher Education - Presentation from ATEE conference
iPads in Teacher Education - Presentation from ATEE conferenceiPads in Teacher Education - Presentation from ATEE conference
iPads in Teacher Education - Presentation from ATEE conference
hullpgce
 
LEAP proceedings of November 2016,Singapore
LEAP proceedings of November 2016,SingaporeLEAP proceedings of November 2016,Singapore
LEAP proceedings of November 2016,Singapore
Global R & D Services
 
ICTEL proceedings of November 2016,Singapore
ICTEL proceedings of November 2016,SingaporeICTEL proceedings of November 2016,Singapore
ICTEL proceedings of November 2016,Singapore
Global R & D Services
 
Multimodal Learning Analytics
Multimodal Learning AnalyticsMultimodal Learning Analytics
Eportfolio: An authentic and flexible online assessment approach
Eportfolio: An authentic and flexible online assessment approachEportfolio: An authentic and flexible online assessment approach
Eportfolio: An authentic and flexible online assessment approach
EDEN Digital Learning Europe
 
EU-FP7 ESTABLISH & SAILS at Amgen Teach Event, 18 OCT 2014
EU-FP7 ESTABLISH & SAILS at Amgen Teach Event, 18 OCT 2014EU-FP7 ESTABLISH & SAILS at Amgen Teach Event, 18 OCT 2014
EU-FP7 ESTABLISH & SAILS at Amgen Teach Event, 18 OCT 2014
casteldcu
 
A Historical Overview of Writing and Technology.pdf
A Historical Overview of Writing and Technology.pdfA Historical Overview of Writing and Technology.pdf
A Historical Overview of Writing and Technology.pdf
Karen Benoit
 
Eckhard Klieme: "Teaching quality - Theoretical foundations, effectiveness st...
Eckhard Klieme: "Teaching quality - Theoretical foundations, effectiveness st...Eckhard Klieme: "Teaching quality - Theoretical foundations, effectiveness st...
Eckhard Klieme: "Teaching quality - Theoretical foundations, effectiveness st...
DIPF | Leibniz-Institut für Bildungsforschung und Bildungsinformation
 
Ali Proff: Capturing Curiosity
Ali Proff: Capturing Curiosity Ali Proff: Capturing Curiosity
Ali Proff: Capturing Curiosity
Jack Molisani
 
iCERi conference November 2017
iCERi conference November 2017iCERi conference November 2017
iCERi conference November 2017
Ruby Rennie
 
A readiness gap for Opening Up education by OER and MOOCs at University?
A readiness gap for Opening Up education by OER and MOOCs at University? A readiness gap for Opening Up education by OER and MOOCs at University?
A readiness gap for Opening Up education by OER and MOOCs at University?
Sara Valla
 
JuxtaLearn: reflective performance and learning
JuxtaLearn: reflective performance and learningJuxtaLearn: reflective performance and learning
JuxtaLearn: reflective performance and learning
eLiz Hartnett
 
Love is a stranger in an open car to tempt you in and drive you far away... t...
Love is a stranger in an open car to tempt you in and drive you far away... t...Love is a stranger in an open car to tempt you in and drive you far away... t...
Love is a stranger in an open car to tempt you in and drive you far away... t...
Alannah Fitzgerald
 
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...
Parisa Mehran
 
Different types of Augumented reality applicaitons
Different types of Augumented reality applicaitonsDifferent types of Augumented reality applicaitons
Different types of Augumented reality applicaitons
Bhaskar Reddy
 
compartive aand non-compartive studies examples
compartive aand non-compartive studies examplescompartive aand non-compartive studies examples
compartive aand non-compartive studies examples
creativeperson
 
Learning with wearable technologies: A case of Google Glass
Learning with wearable technologies:  A case of Google GlassLearning with wearable technologies:  A case of Google Glass
Learning with wearable technologies: A case of Google Glass
Daniyar Sapargaliyev
 
Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...
Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...
Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...
ePortfolios Australia
 
D04111520
D04111520D04111520

Similar to Gamification and Education: a Literature Review (20)

iPads in Teacher Education - Presentation from ATEE conference
iPads in Teacher Education - Presentation from ATEE conferenceiPads in Teacher Education - Presentation from ATEE conference
iPads in Teacher Education - Presentation from ATEE conference
 
LEAP proceedings of November 2016,Singapore
LEAP proceedings of November 2016,SingaporeLEAP proceedings of November 2016,Singapore
LEAP proceedings of November 2016,Singapore
 
ICTEL proceedings of November 2016,Singapore
ICTEL proceedings of November 2016,SingaporeICTEL proceedings of November 2016,Singapore
ICTEL proceedings of November 2016,Singapore
 
Multimodal Learning Analytics
Multimodal Learning AnalyticsMultimodal Learning Analytics
Multimodal Learning Analytics
 
Eportfolio: An authentic and flexible online assessment approach
Eportfolio: An authentic and flexible online assessment approachEportfolio: An authentic and flexible online assessment approach
Eportfolio: An authentic and flexible online assessment approach
 
EU-FP7 ESTABLISH & SAILS at Amgen Teach Event, 18 OCT 2014
EU-FP7 ESTABLISH & SAILS at Amgen Teach Event, 18 OCT 2014EU-FP7 ESTABLISH & SAILS at Amgen Teach Event, 18 OCT 2014
EU-FP7 ESTABLISH & SAILS at Amgen Teach Event, 18 OCT 2014
 
A Historical Overview of Writing and Technology.pdf
A Historical Overview of Writing and Technology.pdfA Historical Overview of Writing and Technology.pdf
A Historical Overview of Writing and Technology.pdf
 
Eckhard Klieme: "Teaching quality - Theoretical foundations, effectiveness st...
Eckhard Klieme: "Teaching quality - Theoretical foundations, effectiveness st...Eckhard Klieme: "Teaching quality - Theoretical foundations, effectiveness st...
Eckhard Klieme: "Teaching quality - Theoretical foundations, effectiveness st...
 
Ali Proff: Capturing Curiosity
Ali Proff: Capturing Curiosity Ali Proff: Capturing Curiosity
Ali Proff: Capturing Curiosity
 
iCERi conference November 2017
iCERi conference November 2017iCERi conference November 2017
iCERi conference November 2017
 
A readiness gap for Opening Up education by OER and MOOCs at University?
A readiness gap for Opening Up education by OER and MOOCs at University? A readiness gap for Opening Up education by OER and MOOCs at University?
A readiness gap for Opening Up education by OER and MOOCs at University?
 
JuxtaLearn: reflective performance and learning
JuxtaLearn: reflective performance and learningJuxtaLearn: reflective performance and learning
JuxtaLearn: reflective performance and learning
 
Love is a stranger in an open car to tempt you in and drive you far away... t...
Love is a stranger in an open car to tempt you in and drive you far away... t...Love is a stranger in an open car to tempt you in and drive you far away... t...
Love is a stranger in an open car to tempt you in and drive you far away... t...
 
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...
 
Icem tzanavari aimilia
Icem tzanavari aimilia Icem tzanavari aimilia
Icem tzanavari aimilia
 
Different types of Augumented reality applicaitons
Different types of Augumented reality applicaitonsDifferent types of Augumented reality applicaitons
Different types of Augumented reality applicaitons
 
compartive aand non-compartive studies examples
compartive aand non-compartive studies examplescompartive aand non-compartive studies examples
compartive aand non-compartive studies examples
 
Learning with wearable technologies: A case of Google Glass
Learning with wearable technologies:  A case of Google GlassLearning with wearable technologies:  A case of Google Glass
Learning with wearable technologies: A case of Google Glass
 
Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...
Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...
Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...
 
D04111520
D04111520D04111520
D04111520
 

More from Jeffrey Earp

SELFIE @ EfVET Conference, Como 2018
SELFIE @ EfVET Conference, Como 2018SELFIE @ EfVET Conference, Como 2018
SELFIE @ EfVET Conference, Como 2018
Jeffrey Earp
 
MAGICAL - Making in Games in Collaboration for Learning
MAGICAL - Making in Games in Collaboration for LearningMAGICAL - Making in Games in Collaboration for Learning
MAGICAL - Making in Games in Collaboration for Learning
Jeffrey Earp
 
progetto MAGICAL (Making in Games in Collaboration for Learning)
progetto MAGICAL  (Making in Games in Collaboration for Learning) progetto MAGICAL  (Making in Games in Collaboration for Learning)
progetto MAGICAL (Making in Games in Collaboration for Learning)
Jeffrey Earp
 
game making for learning
game making for learninggame making for learning
game making for learning
Jeffrey Earp
 
Imparare insieme costruendo giochi digitali
Imparare insieme costruendo giochi digitaliImparare insieme costruendo giochi digitali
Imparare insieme costruendo giochi digitali
Jeffrey Earp
 
30 years of game making for learning
30 years of game making for learning30 years of game making for learning
30 years of game making for learning
Jeffrey Earp
 
MAGICAL Game Making workshop
MAGICAL Game Making workshop MAGICAL Game Making workshop
MAGICAL Game Making workshop
Jeffrey Earp
 
Gapmet workshop final
Gapmet workshop finalGapmet workshop final
Gapmet workshop finalJeffrey Earp
 
Games in education – some key trends and initiatives in Europe
Games in education – some key trends and initiatives in EuropeGames in education – some key trends and initiatives in Europe
Games in education – some key trends and initiatives in Europe
Jeffrey Earp
 
An Educationalist View of Serious Gaming: from Learning to Learning Design
An Educationalist View of Serious Gaming: from Learning to Learning DesignAn Educationalist View of Serious Gaming: from Learning to Learning Design
An Educationalist View of Serious Gaming: from Learning to Learning Design
Jeffrey Earp
 
Learning by Making Educational Games: the MAGICAL project
Learning by Making Educational Games: the MAGICAL projectLearning by Making Educational Games: the MAGICAL project
Learning by Making Educational Games: the MAGICAL project
Jeffrey Earp
 
Learner Collaboration in Digital Game Making - an Emerging Trend
Learner Collaboration in Digital Game Making - an Emerging TrendLearner Collaboration in Digital Game Making - an Emerging Trend
Learner Collaboration in Digital Game Making - an Emerging Trend
Jeffrey Earp
 
Magical project & magos game builder
Magical project & magos game builderMagical project & magos game builder
Magical project & magos game builder
Jeffrey Earp
 

More from Jeffrey Earp (13)

SELFIE @ EfVET Conference, Como 2018
SELFIE @ EfVET Conference, Como 2018SELFIE @ EfVET Conference, Como 2018
SELFIE @ EfVET Conference, Como 2018
 
MAGICAL - Making in Games in Collaboration for Learning
MAGICAL - Making in Games in Collaboration for LearningMAGICAL - Making in Games in Collaboration for Learning
MAGICAL - Making in Games in Collaboration for Learning
 
progetto MAGICAL (Making in Games in Collaboration for Learning)
progetto MAGICAL  (Making in Games in Collaboration for Learning) progetto MAGICAL  (Making in Games in Collaboration for Learning)
progetto MAGICAL (Making in Games in Collaboration for Learning)
 
game making for learning
game making for learninggame making for learning
game making for learning
 
Imparare insieme costruendo giochi digitali
Imparare insieme costruendo giochi digitaliImparare insieme costruendo giochi digitali
Imparare insieme costruendo giochi digitali
 
30 years of game making for learning
30 years of game making for learning30 years of game making for learning
30 years of game making for learning
 
MAGICAL Game Making workshop
MAGICAL Game Making workshop MAGICAL Game Making workshop
MAGICAL Game Making workshop
 
Gapmet workshop final
Gapmet workshop finalGapmet workshop final
Gapmet workshop final
 
Games in education – some key trends and initiatives in Europe
Games in education – some key trends and initiatives in EuropeGames in education – some key trends and initiatives in Europe
Games in education – some key trends and initiatives in Europe
 
An Educationalist View of Serious Gaming: from Learning to Learning Design
An Educationalist View of Serious Gaming: from Learning to Learning DesignAn Educationalist View of Serious Gaming: from Learning to Learning Design
An Educationalist View of Serious Gaming: from Learning to Learning Design
 
Learning by Making Educational Games: the MAGICAL project
Learning by Making Educational Games: the MAGICAL projectLearning by Making Educational Games: the MAGICAL project
Learning by Making Educational Games: the MAGICAL project
 
Learner Collaboration in Digital Game Making - an Emerging Trend
Learner Collaboration in Digital Game Making - an Emerging TrendLearner Collaboration in Digital Game Making - an Emerging Trend
Learner Collaboration in Digital Game Making - an Emerging Trend
 
Magical project & magos game builder
Magical project & magos game builderMagical project & magos game builder
Magical project & magos game builder
 

Recently uploaded

Model Attribute Check Company Auto Property
Model Attribute  Check Company Auto PropertyModel Attribute  Check Company Auto Property
Model Attribute Check Company Auto Property
Celine George
 
A Strategic Approach: GenAI in Education
A Strategic Approach: GenAI in EducationA Strategic Approach: GenAI in Education
A Strategic Approach: GenAI in Education
Peter Windle
 
Digital Artifact 1 - 10VCD Environments Unit
Digital Artifact 1 - 10VCD Environments UnitDigital Artifact 1 - 10VCD Environments Unit
Digital Artifact 1 - 10VCD Environments Unit
chanes7
 
Advantages and Disadvantages of CMS from an SEO Perspective
Advantages and Disadvantages of CMS from an SEO PerspectiveAdvantages and Disadvantages of CMS from an SEO Perspective
Advantages and Disadvantages of CMS from an SEO Perspective
Krisztián Száraz
 
1.4 modern child centered education - mahatma gandhi-2.pptx
1.4 modern child centered education - mahatma gandhi-2.pptx1.4 modern child centered education - mahatma gandhi-2.pptx
1.4 modern child centered education - mahatma gandhi-2.pptx
JosvitaDsouza2
 
The Accursed House by Émile Gaboriau.pptx
The Accursed House by Émile Gaboriau.pptxThe Accursed House by Émile Gaboriau.pptx
The Accursed House by Émile Gaboriau.pptx
DhatriParmar
 
Pride Month Slides 2024 David Douglas School District
Pride Month Slides 2024 David Douglas School DistrictPride Month Slides 2024 David Douglas School District
Pride Month Slides 2024 David Douglas School District
David Douglas School District
 
STRAND 3 HYGIENIC PRACTICES.pptx GRADE 7 CBC
STRAND 3 HYGIENIC PRACTICES.pptx GRADE 7 CBCSTRAND 3 HYGIENIC PRACTICES.pptx GRADE 7 CBC
STRAND 3 HYGIENIC PRACTICES.pptx GRADE 7 CBC
kimdan468
 
Best Digital Marketing Institute In NOIDA
Best Digital Marketing Institute In NOIDABest Digital Marketing Institute In NOIDA
Best Digital Marketing Institute In NOIDA
deeptiverma2406
 
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
MysoreMuleSoftMeetup
 
MASS MEDIA STUDIES-835-CLASS XI Resource Material.pdf
MASS MEDIA STUDIES-835-CLASS XI Resource Material.pdfMASS MEDIA STUDIES-835-CLASS XI Resource Material.pdf
MASS MEDIA STUDIES-835-CLASS XI Resource Material.pdf
goswamiyash170123
 
The Diamonds of 2023-2024 in the IGRA collection
The Diamonds of 2023-2024 in the IGRA collectionThe Diamonds of 2023-2024 in the IGRA collection
The Diamonds of 2023-2024 in the IGRA collection
Israel Genealogy Research Association
 
Unit 2- Research Aptitude (UGC NET Paper I).pdf
Unit 2- Research Aptitude (UGC NET Paper I).pdfUnit 2- Research Aptitude (UGC NET Paper I).pdf
Unit 2- Research Aptitude (UGC NET Paper I).pdf
Thiyagu K
 
Azure Interview Questions and Answers PDF By ScholarHat
Azure Interview Questions and Answers PDF By ScholarHatAzure Interview Questions and Answers PDF By ScholarHat
Azure Interview Questions and Answers PDF By ScholarHat
Scholarhat
 
Introduction to AI for Nonprofits with Tapp Network
Introduction to AI for Nonprofits with Tapp NetworkIntroduction to AI for Nonprofits with Tapp Network
Introduction to AI for Nonprofits with Tapp Network
TechSoup
 
How libraries can support authors with open access requirements for UKRI fund...
How libraries can support authors with open access requirements for UKRI fund...How libraries can support authors with open access requirements for UKRI fund...
How libraries can support authors with open access requirements for UKRI fund...
Jisc
 
S1-Introduction-Biopesticides in ICM.pptx
S1-Introduction-Biopesticides in ICM.pptxS1-Introduction-Biopesticides in ICM.pptx
S1-Introduction-Biopesticides in ICM.pptx
tarandeep35
 
JEE1_This_section_contains_FOUR_ questions
JEE1_This_section_contains_FOUR_ questionsJEE1_This_section_contains_FOUR_ questions
JEE1_This_section_contains_FOUR_ questions
ShivajiThube2
 
How to Make a Field invisible in Odoo 17
How to Make a Field invisible in Odoo 17How to Make a Field invisible in Odoo 17
How to Make a Field invisible in Odoo 17
Celine George
 
CACJapan - GROUP Presentation 1- Wk 4.pdf
CACJapan - GROUP Presentation 1- Wk 4.pdfCACJapan - GROUP Presentation 1- Wk 4.pdf
CACJapan - GROUP Presentation 1- Wk 4.pdf
camakaiclarkmusic
 

Recently uploaded (20)

Model Attribute Check Company Auto Property
Model Attribute  Check Company Auto PropertyModel Attribute  Check Company Auto Property
Model Attribute Check Company Auto Property
 
A Strategic Approach: GenAI in Education
A Strategic Approach: GenAI in EducationA Strategic Approach: GenAI in Education
A Strategic Approach: GenAI in Education
 
Digital Artifact 1 - 10VCD Environments Unit
Digital Artifact 1 - 10VCD Environments UnitDigital Artifact 1 - 10VCD Environments Unit
Digital Artifact 1 - 10VCD Environments Unit
 
Advantages and Disadvantages of CMS from an SEO Perspective
Advantages and Disadvantages of CMS from an SEO PerspectiveAdvantages and Disadvantages of CMS from an SEO Perspective
Advantages and Disadvantages of CMS from an SEO Perspective
 
1.4 modern child centered education - mahatma gandhi-2.pptx
1.4 modern child centered education - mahatma gandhi-2.pptx1.4 modern child centered education - mahatma gandhi-2.pptx
1.4 modern child centered education - mahatma gandhi-2.pptx
 
The Accursed House by Émile Gaboriau.pptx
The Accursed House by Émile Gaboriau.pptxThe Accursed House by Émile Gaboriau.pptx
The Accursed House by Émile Gaboriau.pptx
 
Pride Month Slides 2024 David Douglas School District
Pride Month Slides 2024 David Douglas School DistrictPride Month Slides 2024 David Douglas School District
Pride Month Slides 2024 David Douglas School District
 
STRAND 3 HYGIENIC PRACTICES.pptx GRADE 7 CBC
STRAND 3 HYGIENIC PRACTICES.pptx GRADE 7 CBCSTRAND 3 HYGIENIC PRACTICES.pptx GRADE 7 CBC
STRAND 3 HYGIENIC PRACTICES.pptx GRADE 7 CBC
 
Best Digital Marketing Institute In NOIDA
Best Digital Marketing Institute In NOIDABest Digital Marketing Institute In NOIDA
Best Digital Marketing Institute In NOIDA
 
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
 
MASS MEDIA STUDIES-835-CLASS XI Resource Material.pdf
MASS MEDIA STUDIES-835-CLASS XI Resource Material.pdfMASS MEDIA STUDIES-835-CLASS XI Resource Material.pdf
MASS MEDIA STUDIES-835-CLASS XI Resource Material.pdf
 
The Diamonds of 2023-2024 in the IGRA collection
The Diamonds of 2023-2024 in the IGRA collectionThe Diamonds of 2023-2024 in the IGRA collection
The Diamonds of 2023-2024 in the IGRA collection
 
Unit 2- Research Aptitude (UGC NET Paper I).pdf
Unit 2- Research Aptitude (UGC NET Paper I).pdfUnit 2- Research Aptitude (UGC NET Paper I).pdf
Unit 2- Research Aptitude (UGC NET Paper I).pdf
 
Azure Interview Questions and Answers PDF By ScholarHat
Azure Interview Questions and Answers PDF By ScholarHatAzure Interview Questions and Answers PDF By ScholarHat
Azure Interview Questions and Answers PDF By ScholarHat
 
Introduction to AI for Nonprofits with Tapp Network
Introduction to AI for Nonprofits with Tapp NetworkIntroduction to AI for Nonprofits with Tapp Network
Introduction to AI for Nonprofits with Tapp Network
 
How libraries can support authors with open access requirements for UKRI fund...
How libraries can support authors with open access requirements for UKRI fund...How libraries can support authors with open access requirements for UKRI fund...
How libraries can support authors with open access requirements for UKRI fund...
 
S1-Introduction-Biopesticides in ICM.pptx
S1-Introduction-Biopesticides in ICM.pptxS1-Introduction-Biopesticides in ICM.pptx
S1-Introduction-Biopesticides in ICM.pptx
 
JEE1_This_section_contains_FOUR_ questions
JEE1_This_section_contains_FOUR_ questionsJEE1_This_section_contains_FOUR_ questions
JEE1_This_section_contains_FOUR_ questions
 
How to Make a Field invisible in Odoo 17
How to Make a Field invisible in Odoo 17How to Make a Field invisible in Odoo 17
How to Make a Field invisible in Odoo 17
 
CACJapan - GROUP Presentation 1- Wk 4.pdf
CACJapan - GROUP Presentation 1- Wk 4.pdfCACJapan - GROUP Presentation 1- Wk 4.pdf
CACJapan - GROUP Presentation 1- Wk 4.pdf
 

Gamification and Education: a Literature Review

  • 1. Gamification and Education: a Literature Review Ilaria Caponetto, Jeffrey Earp, Michela Ott Institute for Educational Technology Italian Research Council ECGBL 2014 - Berlin 09-10 Oct. 2014
  • 2. 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. 3 the why enhance enacted processes and the experience of those involved ! ! strengthen engagement, change behaviours and support innovation gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 4. 4 the wherefore supporting learning, employee performance, customer engagement ... even crowdsourcing initiatives ! ! in education ! make learning more motivating and engaging ! gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 5. 5 the what's all this, then? increasing number of services are being gamified ! (Huotari & Hamari, 2012) (Hamari, Koivisto, & Sarsa, 2014) ! !b y 2015 over half the organizations that deal with innovation processes will have gamified their activities to some extent ! Gartner ! gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 6. 6 the scenario 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 Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 7. 7 the why track emerging game-based innovation through the research lens !i nvestigate semantic fuzziness of an emerging concept and field - gamification vs GBL gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 8. 8 the how literature review started in early 2014 ! methodological steps identified by Rickinson & May (2009) ! ! scoping, searching, selecting, analysing, synthesising and reporting !!! gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 9. ndexed databases of scientific publications - Web of Knowledge, Scopus ! academia-focused social networks - ResearchGate, academia.org 9 scoping corpus of scientific papers from ! the Web - Google Scholar !i gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 10. ! search string = <gamif*> (gamification, gamify, gamified, etc.) AND <education OR learning OR training> 10 searching !l atitude = full-text ! time span = 2000 and early 2014 gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 11. 11 span 2000 2002 when the word gamification is held to have been coined (Marczewski, 2012) 2014 gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 12. and so what happen? how many records? ! gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 12
  • 13. and so what happen? number = 5,000 + ! Google Scholar = 3,000 ! take 2: re-scoping latitude = title ! number = ? gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 13
  • 14. take 2: re-scoping latitude = title ! number = 119 ! gamif/educ/ation = first appears in the title in 2011 !! gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 14
  • 15. 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
  • 16. data conceptual/theoretical papers (51%) ! empirical studies (49%) ! wide range of learning objectives !i nc. applied courses like graphic arts (Villagrasa & Duran, 2013) and gardening (Watson, Hancock, & Mandryk, 2013). !i nc. transversal objectives like participatory & exploratory approaches, peer collaboration, self-guided learning, homework completion, assessment, creativty gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 16
  • 17. 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. 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
  • 19. Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 19
  • 20. 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
  • 21. Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 21
  • 22. 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
  • 23. Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014 23
  • 24. 24 14,000 words contained in the 119 abstracts 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 !l exical nesting/loops via SoA, research reviews, quotes, citations, etc. Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
  • 25. www.magical-project. net paper on ResearchGate 25 Jeffrey Earp on the web Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014