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GAMIFICATION OF LANGUAGE LEARNING IN THE SENIOR HIGHSCHOOL

THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
Gamification as an 1. What is the pretest and posttest 30-multiple choices Pre 1. There is a significant increase in the The data revealed that students were From the action research,
Instructional Strategy mean percentage scores of Grade 12 Test and Post-Test mean percentages scores of Grade 12 motivated to learn the lesson concepts it has been clear that
in Motivating and GAS and TVL students in Practical GAS and TVL students in Practical as shown in the significant increase of further studies should be
Improving the Research 2? Various Gamified research after taught using the their academic achievement. Therefore, made in order to analyze
Academic Learning Materials games. There is a significant increase the researcher believed that games and synthesize the
Performance of 2. Is there a significant increase in GAS in the students’ academic helped the students’ greater retention of effectivity of Gamification
Students in Practical and TVL students’ pretest MPS before Researcher Modified achievements. the learned information as reflected in in the teaching of Practical
Research 2 the treatment and posttest MPS after Questionnaire adopted increase mean percentage scores in the Research. It would also
the treatment in teaching Practical from Alfabeto and 2. There is a significant increase posttest. Students were well motivated empower the analysis that
JENNYVI H. Research 2? Garcia et. al between the pre-test and post-test and interested to learn the lesson would be presented on the
PAPELLERO of the students using the T-test for concepts when they were exposed to research paper. It would
3. What are the perceptions of GAS and correlated sample with 5% margin of meaningful and relevant learning give a meaningful
2020 TVL students towards the gamification error. Gamification is an effective activities that had connections to their discourse on the topic.
as an instructional strategy in teaching strategy of teaching and students’ real-life experiences through the use of
Practical Research 2? learning. gamified instructional materials. The
students preferred gamified learning
Null Hypothesis 3. It is unanimously in account that because it increases the appeal of
1. There is no significant increase in GAS both strands have a positive learning processes, innovation, fun,
and TVL students’ pretest MPS before feedback on the gamification of productivity, and their ability to retain
concept learning in Practical knowledge and acquire new skills. The
Research 2. It gives interaction that rich source of related literatures and
encourage students’ active research studies on gamification strategy
participation. is indeed proven based on the empirical
data of this research and this could be an
addition of the general knowledge on
the positive use of gamification in
teaching. It is therefore recommended
that a training and seminar-workshops
will be conducted to develop research
instructional materials and learning
activity sheets incorporating games as
instructional strategy.
THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
Effects of Gamified 1. What are the learning gains Quantitative 1. The findings and results addressed The GLA is more effective than the The implication of
Learning Activities in before and after implementing Experimental Design the first question of the study, which conventional approach in introducing gamification in the
Enhancing Junior High the vocabulary intervention is about students' learning gains new words based on the results. The motivation of the Filipino
School Students’ using GLA of the control and Pre-Test and Post-Test before and after the vocabulary students in the experimental group learners and teachers. It
English Vocabulary experimental groups? control-group design intervention. It implied that the enjoyed the vocabulary learning would also expand the
Retention vocabulary skills of students activities in creative techniques, while realms of Collaborative
2. Finally, is there a significant Vocabulary Games increased using vocabulary the students in the control group Learning and Cooperative
Mina Samortin difference between the pre-test intervention. Furthermore, the immersed themselves individually in Learning among the
and post-test results in the Pearson R Moment of students' learning gains have been learning new vocabulary. Furthermore, students. It would also
Asian Journal on vocabulary test of the students Correlation and Split- seen vividly before and after the results addressed the third question delve into the modular
Perspectives in in the control group and Half method aided with implementing the intervention using and revealed no significant difference learning and online
Education(AJPE) students in the experimental the Statistical Package the t-test, as reflected in Hanafia between the pre-test results of both learning that is happening
Online ISSN: 2799- group? for Social Sciences (2015). Hence, the gained score of groups; thus, the null hypothesis is in the new education.
1296 AJPE (2020), the experimental group is higher than accepted.
Volume 1, Issue 1 the gained score of the control group. With these findings, it indicated that the
existing pedagogical practices are less
2. It shows that the control group's effective and need to find a creative
vocabulary skills had improved teaching strategy that might be helpful
somehow through the conventional to address the problem. Filipino learners
approach. It also implies a significant can improve their vocabulary skills in the
difference among the control group's collaborative learning process through
pre-test and post-test results, thus communicative learning strategies.
rejecting the null hypothesis. The Therefore, teachers should give
findings also revealed that the attention to communicative learning to
experimental group's pre-test and develop students’ skills in
post-test results also significantly communication and enhance vocabulary
differ, thus rejecting the null knowledge.
hypothesis. Finally, it shows that the
intervention program is highly
effective in enhancing the students’
vocabulary retention.
THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
Analyzing gamification How can we use the proposed Phenomenological Performance / measurement This work presented how we could use Through our discussions,
elements in taxonomy to analyze and evaluate Analysis These are elements related to the an existing taxonomy to analyze and we debate some
educational gamified educational environments? environment response, which can be evaluate gamified systems. We advantages and
environments using an Literature Review used to provide feedback to the learner. improved the description of the game disadvantages of using
existing Gamification In this dimension we have Point, elements as well as provide examples on each Dimension. Some
taxonomy Progression, Level, Stats and how to use each to analyze educational limitations of the current
Acknowledgement. Lack of this systems. We also proposed an initial work are that we did not
Armando M. Toda dimension means that the student may hierarchy to classify those elements into evaluate the acceptance of
Ana C. T. Klock feel disoriented as their actions does not Five Dimensions, which can provide the new grouped
Wilk Oliveira have any kind of feedback. support to designers and developers of dimensions with experts,
Paula T. Palomino educational environments. Finally, we but with five researchers
Luiz Rodrigue Ecological proposed a link between this hierarchy only due to time
Lei Shi This context is related to the and aspects such as feedback, user constraints. Finally, as
Ig Bittencourt environment that the gamification is interaction, and motivation. future work, we intend to
Isabela Gasparini being implemented. These elements can explore the learners’
Seiji Isotani be represented as properties. The perception of this
Alexandra I. Cristea elements in this dimension are Chance, taxonomy to identify the
Imposed Choice, Economy, Rarity and best practices on how to
2019 Time Pressure. The lack of Ecological use the elements properly
elements makes the environment feel (by using data-driven
Smart Learning dull, as it does not have elements that approaches and/or
Environments produce interactions with the user machine learning
algorithms).
Social
This dimension is related to the Through this future
interactions between the learners exploration, we believe we
presented in the environment. The may find concrete
elements in this dimension are guidelines on how to
Competition, Cooperation, Reputation, gamify educational
Social Pressure. The lack of Social environments and give
elements can isolate the students, since those guidelines to
they will not be able to interact with teachers, instructors,
other students designers and/or
Personal developers.
This dimension is related to the learner
that is using the environment. The
elements that are used in this dimension
are Sensation, Objective, Puzzle, Novelty,
and Renovation. The lack of Personal
elements can make the user feel
demotivated since the system does not
provide meaning for the student

Fictional
It is the mixed dimension that is related
to the user (through Narrative) and the
environment (through Storytelling), tying
their experience with the context. The
lack of Fictional elements causes the loss
of meaning, of context, that is, the why,
within the immersive environment, the
user must perform any task, as well as
directly influence the quality of the user
experience

THESIS/DISSERTATION TITLE, IMPLICATION FOR


STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
AUTHOR/S, DATE FURTHER STUDIES
Are we ready for Gamification? In this article, we present students’ Questionnaire which is In exploring gamification integration in The study explored the extent to Future research:
An exploratory analysis in a intentions to use gamification in LMS. divided in three existing LMSs, we included system which gamification can be integrated empirical testing of the
developing country Our goals were threefold: phases quality as a new construct to ascertain and accepted into learning, and thus, Sakai system is necessary
the acceptability of gamification in an extended model was used to to find out the
Kingsley Ofosu-Ampong 1) to explore gamification integration Demography question Sakai. Interestingly, there was a support the study. Our model shows effectiveness of the
Richard Boateng in LMS and computer game negative relationship between system that students’ acceptance of intervention. Thus,
Thomas Anning-Dorson 2) to provide a theoretical basis and a habits quality defined as attractiveness, gamification depends on performance further studies should
Emmanuel A. Kolog perceptual process for gamification organization, and availability of Sakai expectancy, effort expectancy, consider conducting a
research in LMS Likert Scale to students’ performance expectancy attitude, social influence, and trust. pre-test using the
Education and Information 3) to test students’ intentions to Mean and Standard and effort expectancy. Additionally, Image and Facilitating Conditions of gamified system and a
Technologies (2020) 25:1723– adopt gamification and extend the Deviation there was no relationship with the MLR analysis proved insignificant post-test using the
1742 previous model. performance expectancy. However, to the student’s acceptance (intention gamified system and
https://doi.org/10.1007/s10639- Cronbach Values there was a strong relationship with to use) of gamification in learning. compare the students’
019-10057-7 attitude, facilitating conditions, and Facilitating conditions such as prior learning outcomes in a
familiarity with technology to suggest exposure to computer games, cross-sectional survey,
November 22, 2019 the tendency of gamification adoption accessibility, and skills positively e.g. assessment scores on
by designing an organized, attractive impacted student’s intention to use the concepts learned to
system and making it readily available. gamification. The significance of the find out whether the
Based on this finding, we conclude study findings is to support the Sakai intervention is
there is uncertainty with the student’s development of gamified systems for effective. In using the
decision to adopt gamification as future use. Therefore, the study theoretical and reliable
contingent upon the system quality. should inform designers of user scale of UTAUT, we hope
Future research may explore the perception and attributes of this study serves as one
negative ratings to understand integrating gamification into learning of the pioneering
student’s system quality experience systems. research on gamification
with the design, organization, and acceptance in Philippines
availability of LMSs in adopting and providing a basis to
gamification. support gamification
research for learners of
A restraining factor for student’s interactive systems.
acceptance and use of gamification is
due to the limited access to these
innovations at the university. Higher
institutions, therefore, need to
effectively integrate various learning
(formal or informal) strategies to
enable students to identify their
learning habits. Through this, the
different learning habits of students
can be known via an experiment when
adopting future learning strategies for
educational institutions.

It has been shown on the table the


correlational acceptability of
gamification in the educational system
of Ghana. It was shown on the mean
used in the Likert Scale that it has been
on the motivational that connects with
the achievement of the students.

THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
PLAYLINGUA: 1. Which NLP tools are available to Natural Language The Conduct Task Analysis gave us a lot As a conclusion, the results of this It would be an eye opener
EXPLORING THE analise words and sentences in order to Processing of feedback, guiding the next steps of the research shows: Firstly, that we need for the game developer
APPLICATION OF gather quality information? How can we process. All of the users logged into the accurate applications to process texts in and language teachers to
NATURAL LANGUAGE access to these tools? Which is the level Online Survey application successfully. At the second order to build consistent applications build games for the
PROCESSING of difficulty of these tools? task, despite the instructions were clearly based on the Spanish language, to enhancement of language
TECHNOLOGIES AND Task Analysis to play level 1 of synonyms, 3/4 of the provide an extensive selection of tools to learning. Integrating
GAMIFICATION IN 2. How should we collect sentences, users clicked on level 1 of definitions. The develop this kind of application. language learning in the
LANGUAGE LEARNING process and parse them and later User Centered Design 'Synonyms' exercises were positioned Secondly, that gamification elements can sense of gamification – it
provide them to the users? after the 'Definitions' ones. It could be help in the learning experience, but they will also encourage non-
Elena Torró Martínez attached to an attention problem, but all have to be used carefully and school based learners to
Elena Lloret 3. How should we classify the proposed the titles were changed to be clearer and considering users interest, for example, learn languages.
Paloma Moreda exercises, once the difficulty levels are easier to find. Initially, it was hard to the avoiding to force the users to share its
established? users to understand how to play the scores in the social networks or forcing
game (how the drag-and-drop had to be them to complete very difficult and
4. What motivates people to learn a performed, which was the exercise goal). complex exercises. And thirdly, that we
language? Once they played, it was easier for them have achieve the objective of developing
to play more times, and also to play with an application based on the user
5. Which elements should contain an different kind of exercises. We fulfil the experience, taking into account users
application that applies gamification? objective of building the exercises and experts opinion, which has given us
consistently to facilitate the users the feedback to understand, adjust and
6. Which are the best ways to display how-to-play learning experience. During correct the application throughout the
learning content and exercises? the tests, some users remarked that development process.
'Complete words' exercises were easier
7. Is people willing to study advanced compared to the other ones, firstly,
levels in a language? because they already know how the
application worked, and secondly, due to
the structure of the game was easier to
play than the other ones. We had to
balance the difficulty of the exercises to
fill the gap between them.

THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
Extent of Faculty The objective of the study is the Qualitative Research During a world pandemic situation, the Faculty Adeptness. It can be assumed The proponents of this
Adeptness and inculcation of gamification in the university have continued its term in a that the faculty will be able to integrate research are looking
Viability of Gamified learning process of the students and its Observational Research remote asynchronous learning method. other forms of gamified learning in their forward to further explore
Learning in National effectivity of the learning process. Students and faculty are having their classroom based on their current the viability of Edugames
University Moreover, it addresses the issue on the Document Analysis classes by using virtual classroom settings practice and experience. Since they are in the university. An
adeptness of the Faculty member in or online education. The practice was provided significant development intention to develop a
Ryan Richard H. gamification. Interpretative Research made possible by collaborative efforts of programs to enhance their technical mobile game that will be
Guadaña the NU administrators, faculty, staff and capabilities. Student or Learners the primary competency-
Jayson Raymund D. Secondary data and students. The positive implementation of participation. Since students are already based learning material is
Bermudez Archival Material the learning method contributes to the introduced to e-learning modalities and being designed. The game
Eliseo Q. Ramirez implication of possibilities of using actual gamified content, their willingness shall try to assess the
Audrey Eleanor U. Edugames. Edugames entail all principles to use other gamified tools can be extent of learning that can
Tong practiced during the remote expected. Technical Resources. It is be achieved through
asynchronous learning method. Learners evident that the university has the playing an Edugame. By
ICET 20 need not to be physically present in technical capability to facilitate gamified utilizing the current
school, needs to do activities on their content even develop or host Edugames. resources and taking
October 2020 own with recorded guides and Nevertheless, reliable connectivity advantage of the openness
London, United instructions, self-paced and with the use provides access to a vast of readily of school administrators to
Kingdom of IoTs. The gamified scenario is the available gamified content in the teaching innovations and
additional factor that contributes to internet. Administrative Support. It is the adeptness of its
student motivation. apparent that the university faculty, the platform,
administration is welcoming content and interactivity
technological integration to the practice can be well taken care of.
of classroom delivery. If needs be, they
are keen on drafting additional
guidelines or policies to ensure that the
university adapts to the trends

THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
Game On! Students’ Our paper makes three contributions. Prediction Market Learning outcomes Our first concern was to investigate This research also suggests
Perceptions of First, we assess students’ perceptions of The undergraduate group displayed a students’ perceptions of the effect of that gamified learning
Gamified Learning the effectiveness of gamification as a Modules on calculating greater understanding of the key aims of gamification. Our research suggests that interventions suit some
pedagogical technique. taxes to develop the the activity and the lessons from it. First, the effect is contextual. In a large students and their learning
Patrick Buckley , Elaine students’ technical skill. they took the central message from the undergraduate module taught as part of styles better than others.
Doyle and Shane Doyle Second, we provide other educators exercise to be a wider understanding of a general business degree, the gamified Investigating and mapping
with guidance on how gamification can Gamified learning how the real world (as opposed to intervention engaged students because this effect would facilitate
April 25, 2017 be integrated into curricula. intervention theory) operates, rather than anything of its novelty and increased student gamification being used as
tax specific, though some also motivation by introducing competition part of a suite of learning
Educational Finally, we use the data to identify Focus Group Discussion acknowledged that their general tax and rewards. interventions that deliver
Technology & Society outstanding issues and questions that knowledge had been enhanced. improved outcomes for all
must be fully addressed before The postgraduate group displayed a more Our second goal was to provide learners.
Volume 20 gamification can be considered a myopic attitude towards the project. guidelines for other practitioners in
mature pedagogical methodology They felt it was irrelevant for future tax designing and implementing gamified
professionals and better suited those learning interventions. Our study shows
aspiring to a career in trading. They failed that the following factors need to be
to see a link between the assignment and carefully considered:  Class size (small,
the learning outcomes, and instead close-knit classes may not be as
focused on the mechanics of trading. motivated by competition as large
When the purpose of the assignment was groups, however in large classes, not
pointed out by the moderator, they being within sight of the leaders may
grudgingly saw the relevance; however, demotivate);  The stakes involved (this
they had a negative emotional response might include whether students are
to the project. undertaking an undergraduate or
postgraduate programme, whether
Motivation there are fees or professional
The second theme was the impact the exemptions involved, the workload of
gamified intervention had on motivation. the students etc.);  Whether the
Here again there was a clear divide module is part of a general degree with
between groups, with the broad learning outcomes or a specialist
undergraduates being more favourably programme with specific learning
disposed towards the competitive outcomes (gamification may work better
element. Students who were positive in introductory learning environments);
about competition commented  What other teaching and learning
favourably on a number of items. They approaches are being deployed to suit
liked the ranking system. They enjoyed different learner types (gamification may
seeing themselves climbing past “the suit some learners better than others so
competition” as the project progressed. a broad range is needed);  The nature
As the ranking was visible to all, there and visibility of rewards (grades, leader
was an extrinsic competitive motivation,
where achievement was experienced boards, prizes) and understanding the
because of relative positioning. potential motivation drop off points
Another motivation was the internal when students lose sight of the rewards;
satisfaction of being able to “beat the  The key learning outcomes that the
system.” Students enjoyed learning how educator wants students to achieve
the market worked and could be (technical content, strategy, real world
influenced. Some attempted to context, experiential learning, etc.).
manipulate others by posting misleading
comments when they rationalised trades.
They found the process of developing a
strategy to allow them outsmart others
rewarding. These students engaged in
market manipulation in order to “win”
but enjoyed the aspect of manipulation
at an internal level.

Perceived stakes for students


Consideration of the perceived stakes
emerged as the single most important
determinant of the suitability of
gamification for a learning context. One
of the major items highlighted repeatedly
was the difference in the undergraduate
and postgraduate perceptions of the
project. The explanation emerging from
discussions was the higher the stakes, the
less open students were to a gamified
approach. The postgraduates look at
their degree as a transaction. They pay
approximately €7,250 and in return (as
they see it) they are educated to a level
where they earn significant professional
exemptions and become more attractive
entry level employees. Anything
connected with exemptions gives rise to
high stress levels. Many feel that without
exemptions, the qualification is
meaningless so stakes are high.

Group dynamics and gender


Group dynamics were important.
Discussions suggested that gamification
worked better in larger, more
anonymous groups where a close
dynamic is not upset by competition.
Some of the problems the postgraduates
had stemmed from this. As a small class
they typically studied and socialised
together. Their closeness made them
uncomfortable with the explicit
competitive element of the project. The
undergraduate class was larger, and
lacked a common identity. This
environment reduced the cognitive
dissonance of competing with peers.

Challenges
A key challenge in designing competitive
learning interventions is to ensure that
motivation does not ebb because of
competition. For students who did not
begin well and were ranked towards the
bottom early, motivation quickly
decreased. In a gamified learning
environment, students need to feel “in
touch” with the leaders on the score-
sheet in order to remain motivated.

THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
GAME ON: A 1. What effect does a Gamified Qualitative Case Study In short, Self-Determination improved as Improved Self-Efficacy, personalized This study sought to
QUALITATIVE CASE curriculum have on student a result of the Gamified classroom as all experiences, freedom to fail, examine how a Gamified
STUDY ON THE motivational learning habits including Observation and students gained an increased sense of motivational game-elements, and English course might affect
EFFECTS OF GAMIFIED Self-Determination, Self-Regulation, and interviews ownership through the increased choice visualization of abstract concepts act as the motivational learning
CURRICULUM DESIGN Self-Efficacy? presented in the class. Even so, the game the most potent elements. habits of students. There
ON STUDENT Transcription and elements themselves affected students still remain many elements
MOTIVATIONAL 2. What are the students’ perceptions Coding with exceptionally high and low However, the sense of agency and of the Gamified classroom
LEARNING HABITS and dispositions towards the use of motivational learning habits more ownership found throughout the system which remain unexplored.
Gamified learning in their classroom strongly as the higher-motivated offers mild improvements in all students’ One is the increased use of
Daniel J. Harrold experience? students felt more motivated to achieve Self-Determination narrative. While narrative
more while lower-motivated students has been discussed at
February 15, 2015 better understood their progress through It is Self-Efficacy, however, that is most length in literature review
the visualization of the XP. The lack of successfully improved, as it possesses for its importance in game
narrative structure failed to entice all the strongest connections to games and design, there was little/no
students to move beyond a situational game design. narrative present in this
interest to a more individual interest. course, due mainly to time
constraints of the
In short, Self-Regulation was magnified in instructor in creating of
a Gamified learning systems, though not the course. Further study
necessarily changed. Those with high into the effect narrative
levels of organization found themselves has on further increasing
inspired to be more organized, while motivational learning
those who procrastinated increased their habits would be a valid
procrastination. While the practice of pursuit. Additionally, a
self-regulatory skills was not always at quantitative study to
peak performance, the awareness of the measure the effects of a
need for Self-Regulation was raised. Gamified classroom on a
Some learned from experiences the perils student’s ability to learn
of their magnified procrastination, while content would be valuable.
others gained help from peers and digital
tools. A final study, which may
prove useful, is a study on
Another key ingredient to games is the Gamification without such
use of collaboration, which is highly an integrated use of
encouraged in the multiple large-group technology. Many
assessments. Though Self-Determination elements of the course,
was more successful on the students with including the videos,
exceptionally high and low motivational Google Drive, and media
learning habits, and Self-Regulation was projects were stated as
merely magnified, Self-Efficacy is aiding in Self-
increased in all areas. Determination, Self-
Efficacy, and Self-
While students do not always agree with Regulation as a result of
the choices of others, evidenced by their technology. It would be
occasional perceptions of inequality, they valuable to isolate the
treasure the ability to choose and game structure of the
manage their own learning the best. course from the use of
While these elements are achieved technology in student
through a combination of the “inverted” work.
model, and “project-based” learning, the
game-based philosophy brings them
together to create choice, as there are
currently very few working models with
all of these elements (Romizowski, 2004).
Choice leads to stronger self-efficacy,
which, in a scaffold-based game
environment, can lead to greater Self-
Determination and Self-Regulation.

THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
GAMIFICATION AND RQ1) Does Digital Instruction affect Motivational The results obtained in the Motivation’s Gamification and Motivation are two he present study includes
STUDENTS’ students' extrinsic and intrinsic Questionnaire Questionnaire suggest that the features that are entangled in the EFL some important
MOTIVATION: USING motivation? Experimental Group showed higher levels context. The positive impact of limitations. Firstly, the
QUIZIZZ IN THE Quizziz of intrinsic and extrinsic motivation in gamification on students’ motivation number of participants is
ENGLISH AS A RQ2) Do students have a positive comparison to the Control Group. reveals that students may feel not ample so it limits the
FOREIGN LANGUAGE attitude towards the application of Attitude’s Therefore, the reported findings seem to enthusiastic towards EFL learning. One findings. Moreover, it is
(EFL) CLASSROOM digital games in the EFL classroom? Questionnaire indicate that Gamification improves both of the problems that students can face important to mention that
types of motivation, being the intrinsic during the complex learning process is English is a compulsory
María Jiménez- motivation clearly higher. the lack of motivation but it can be subject in state schools so
Sánchez and Noelia solved with the adoption of new it can make it less
Gargallo-Camarillas The results above show a favourable technologies as pedagogical tools. appealing. In addition,
opinion towards Gamification in the EFL motivation does not
classroom. These findings reveal that the remain constant nor
design of Quizizz is appropriate to be unstable so the results
implemented in the learning context. For may change in the future.
example, some features of Quizizz such According to the
as the screen or music make learning aforementioned
more appealing and draw the students’ limitations, further
attention. In addition, the research should consider
competitiveness inherent in this game the implementation of
made learners attentive in order to gain other games in other
the knowledge they were required to institutions with a higher
succeed in the game. sample of participants.
Furthermore, it could
consider other individual
variables (e.g. age, gender
and background) that may
be affected by
Gamification.

THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
Gamification in The main research questions behind this Systemic Mapping As we can see, the most used The study revealed that there are many We believe that the
Education: A study were: “What educational contexts Design gamification design principles in publications on the use of gamification effective classroom
Systematic Mapping has gamification been applied to?” and educational context are visual status, in education but the majority describe adoption of gamification
Study “What game elements have been used social engagement, freedom of choice, only some game mechanisms and implies both certain
in gamifying educational systems?” freedom to fail, and rapid feedback. dynamics and re-iterate their possible technological
Darina Dicheva, Papers that discuss the principles of goals use in educational context, while true infrastructure coupled
Christo Dichev, and personalization are rare. The likely empirical research on the effectiveness with an appropriate
Gennady Agre reason for this was mentioned before: of incorporating game elements in instructional framework.
Galia Angelova these are fundamental principles for learning environments is still scarce. In Today’s course
instruction and educational applications addition, most of the empirical studies management systems,
2015 being the target of a long-standing do not include a proper evaluation, however, still offer
pedagogical and educational computing which makes it difficult to conduct a restricted support for
Educational research. So advancements related to meta-analysis of the results of these gamifying courses.
Technology & Society them would not be considered a result of studies and speculate on general reasons
gamifying education. for their successes or negative results. The lack of proper
pp. 75-28 While the mapping study identifies some technological support is
Type of application. This criterion is emerging tendencies in utilizing certain one of the major obstacles
about the context of the gamification configurations of game mechanics and for applying game
application, that is, where gamification is gamification design principles, their elements to education.
applied. The papers were grouped in the effect in learning context remains to be Thus, the development of
following categories: for gamifying demonstrated in practice. software tools that can
courses without online gamification efficiently support
support, for gamifying MOOCS or online gamification in various
courses, for gamifying blended learning educational contexts
courses, for gamifying e-learning sites, would contribute to a
and for developing gamification support larger-scale adoption as
platforms. Figure 4 shows the number of well as to research on the
papers in each category. As it can been feasibility and efficacy of
seen, the majority of the reported case the gamification of
studies are on gamification of blended education.
learning courses.

Reported Results. Figure 7 shows the


paper distribution by the type of the
results from the reported case studies’
evaluation, grouped in the following
categories: positive, positive first
impression but not properly evaluated,
mixed or suggestive, negative, and not
evaluated yet or results not accessible.
THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
Gamification in Higher RO1: To analyze the opinions of Quasi-experimental The ratings of the male students are Furthermore, this platform covers a In this research, we have
Education: Impact on undergraduate students on the effect Study slightly higher than those of females, range of cooperative actions in which focused on analyzing
Student Motivation that the student response system called although there are no major differences students have the opportunity to work students’ impressions of a
and the Acquisition of Kahoot had on their motivation level; in Pre-test and Post-Test between the subgroups. However, in together in group activities, respecting number of variables
Social and Civic Key particular, to examine their opinions Questionnaire general there are statistically significant each other and accepting different related to motivation
Competencies about the effects that this student differences between the pre- and post- points of view. Within this cooperative levels, digital competence
response system had on their Quantitative test, as indicated in the Wilcoxon Signed framework, educators should encourage and learning perceptions,
José-María Campillo- motivation level according to the Methodology Rank Test (Z =−3.031b, p = 0.02). strategies to place students in but we have not analyzed
Ferrer gender of the participants. According to these findings, it can be challenging tasks that address their the opinions of the
Pedro Miralles- stated that the implementation of Kahoot interests and needs more appropriately teachers who have carried
Martínez RO2: To collect information from in the core unit “Teaching Social than those developed through more out this innovation in the
Raquel Sánchez-Ibáñez participants about their level of digital Sciences” increased students’ motivation traditional teaching styles. classroom. The exchange
competence in the use of this web tool, significantly. Table 2 shows the means of ideas between teachers
Article and, in particular, to analyze their and standard deviations of the answer With regard to the data on the digital and students is a good
June 12 2020 impressions about the level of digital options given by the participants competence of the learners, it should be starting point for future
competence required when using this according to their level of digital noted that the participants welcomed research technology
MDPI: sustainability online platform, following the basic competence. these online proposals and felt able to development.
instructions and creating a test with master this platform in terms of Furthermore, the analysis
multiple choice questions. Further, to In general, the participants’ rating is understanding game options, basic of teachers’ and students’
examine their opinions about the level lower when they give their opinion on instructions and question formulations. impressions over time
of digital competence required when the steps they have to take to create a As other research shows, no specific would provide researchers
using this online platform, following the quiz from the beginning, i.e., accessing training or complex technical knowledge with useful information on
basic instructions and creating a test the platform, choosing questions, is required which type of learning is
with multiple choice questions brainstorming with a list of possible most valued during
according to their previous digital answers, or adding pictures, among other students’ university
expertise. Further, to analyze their steps. However, there is a significant training. These findings
views on the level of digital competence difference in this variable between the would be effective for
required when using this online average scores of the students before readjusting the teaching
platform, following the basic and after following the steps in the program of the core unit
instructions and taking a test with creation of the quizzes (p < 0.05), which under study according to
multiple choice questions according to shows that the application of Kahoot had students’ needs and
the gender of the participants. promoted a change in attitude at the end interests.
of the term.
RO3: To examine undergraduate
students’ impressions on the learning There were no significant differences
achieved in the core unit through the between men and women on the
use of gamification, and in particular: to perception of the digital skills needed to
analyze their views on learning social effectively use this platform before and
and civic skills in the core unit; to after the educational intervention. With
examine their impressions of the regard to the acquisition of skills and
learning of social and civic skills in the abilities linked to the development of
core unit according to their level of social and civic competencies, the
motivation; and to analyze their participants’ answers are also grouped in
opinions about the learning of social the highest values in both the pre-tests
and civic skills in the core unit according and the post-tests.
to the gender of the participants.
The results obtained indicated a high
satisfaction of Kahoot users in the
development of their social and civic
competencies. Most of the items
obtained a score above 4 out of 5 in the
post-tests, although there were four
items that did not exceed the value of 4.

These results prove that the most


motivated students placed a greater
value on their learning of skills and the
abilities linked to social and civic
competencies in this discipline. The mean
differences found between males and
females were not statistically significant.

THESIS/DISSERTATION
IMPLICATION FOR
TITLE, AUTHOR/S, STATEMENT OF THE PROBLEM METHODOLOGY RESULTS CONCLUSION
FURTHER STUDIES
DATE
Harnessing Virtual How do university students perceive Mixed Method Case
Worlds and engaging in games-based learning in a Study
Gamification for virtual world for language acquisition?
Language Learning: A
case-study of
Maastricht University
students

Neill Wylie
Denise McAllister
Wylie

September 2020

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