Submitted:
26 March 2024
Posted:
28 March 2024
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Abstract
Keywords:
1. Introduction
- Mora et al. [11] highlights the need for a formalisation to guide and support the processes of gamification design.
- Saggah et al. [12] focuses on learning theories and state that integrating gamification into education without establishing a solid foundation in learning theories could result in an unsatisfactory experience and fail to accomplish educational objectives.
- Khaldi et al. [13] emphasizes that the appropriate selection and combination of game components continues to be a challenge for gamification designers and practitioners, primarily because proven design methodologies are lacking, and there is not a universally effective approach that can be applied regardless of the gamification scenario.
- High-level approachs offer a broad outline of the design procedure, acting as a general directive at a high level that outlines the global stages, without specifying particular game components or implementation details.
- Gamification elements guidance refer to design frameworks that focuses on the gamification elements that can be used, generally including implementation guidance.
- Scenario-based approaches describe the application of game elements through real empirical studies in real learning environments.
- APAR stands for Actions, Points, Achievements and Rewards, because these are the four elements that we consider essential for gamification in education.
- It is based on structural gamification, that is, it does not depend on the learning content or subject.
- According to the level of detail, the approach lies under the category "Gamification elements guidance", but at the lower lever, that is, very close to the implementation in digital learning platforms. Although LMSs were designed for learning, and not specifically for gamification, they are increasingly incorporating gamification elements in their latest versions, with Moodle being the LMS that has made the strongest effort.
- The design framework will consider motivation theories
2. Gamification and Motivation
- Philanthropists, especially motivated by Purpose.
- Achievers, mainly motivated by Mastery.
- Socializers, especially motivated by Relatedness.
- Free Spirits, mainly motivated by Autonomy.
- Status: People place the higher value on being able to achieve a position of privilege and recognition above all others.
- Access: On a second level, we value having restricted or exclusive access to advantages, spaces, information, resources, elements, etc. to which others do not have access.
- Power: Next, we value the ability to exercise some kind of power, rank, command, etc. over others.
- Stuff: Finally, it is curious to note that "things", i.e. tangible or material rewards, occupy the last position in terms of preference.
3. APAR Design Framework: Activities, Points, Achievements and Rewards
3.1. Activities
3.1.1. Actions & States
- Pass state is reached when the student get a minimum grade predefined for the activity.
- Fail state is reached otherwise.
- Outstanding or Top state is reached when the student get one of the highest grades in the activity.
3.2. Points for Intrinsic Motivation
- Merit Points (MP) will be used to assess the performance level in certain activities. That is, these points are awarded by teachers like traditional grades. These points will be especially interesting for “achiever” behaviour.
- Activity Points (AP) will be used to reward other actions, mainly the completion of activities, regardless of the grade obtained. They can be also used to encourage interactivity with the platform (using the forum, submitting an assignment, starting a discussion, answering a quiz, doing a peer assessment, viewing certain learning content, etc.). In other words, these points will award work and effort, not merit or performance level. In fact, a student can usually get merit and activity points in the same activity. Activity points are attractive for "free spirit" behaviour.
- Karma Points (KP) will be awarded by teachers to reward altruism, leadership or significant collaboration in group work, reputation among peers, help in the forums, etc. Karma points are very attractive for philanthropic and socializer behaviour.
3.3. Achievements
- Score Levels: Since students accumulate points in scoreboards, we can define several score levels. Although we can define levels using any type of points, we strongly recommend to use the main score category, that is, the above cited Game or Experience points.
- Pathway Goals are intermediate milestones based on the set of activities included in a path or a branch between consecutive stages along the learning pathway. A goal will consist of a set of conditions based on obtaining states "Completed", "Pass" or "Outstanding" in a set of selected activities.
3.4. Rewards for Extrinsic Motivation
- Status: We consider that Badges are really rewards that grant status and, therefore, must be publicly visible. Similarly, another ’status’ reward is the use of public Leaderboards, as students will, as far as possible, wish to occupy top positions.
- Access: Within the type of rewards that grant access, one possibility is to restrict access to the next stage along the learning pathway or to special and exclusive (VIP) resources and activities. Other finalist ‘access’ rewards that are highly valued by students are exclusive advantages in assignments, exams, written tests, etc., such as cheats, extra time, extra attempts at quizzes or homework submissions, etc.
- Power: In order to reward our learners with power, we could do so by assigning them roles such as "forum moderator", "group leader", "reviewer", etc.
- Stuff: Finally, we can use any other finalist reward, like books, tickets, academic material, or even merit points.
4. Design Guide and Complementary Elements
4.1. Progress, Feedback and Storytelling
- Regular and meaningful feedback is essential in guiding students along their educational itinerary.
- Immediate feedback serves as a powerful motivator, allowing students to identify and correct misconceptions early.
- Timely feedback provides clarity on students’ progress so that they can assess their performance, identify areas for improvement and adjust their learning strategies accordingly.
5. Conclusions
- It is based on structural gamification, that is, it does not depend on the learning content or subject.
- The design framework considers motivation theories.
- It is a design approach at the lowest level of detail., that is, very close to the implementation in digital learning platforms.
- It offers support and guidelines for teachers to successfully apply gamification in classroom.
Acknowledgments
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