What do prospective teachers think about educational gamification?

  • Murat Pektaş Department of Science and Mathematics Education, Faculty of Education, Kastamonu University, Kastamonu, Turkey
  • İbrahim Kepceoğlu Department of Science and Mathematics Education, Faculty of Education, Kastamonu University, Kastamonu, Turkey

Abstract

This case study investigated what prospective science education teachers think about the use of gamification in education. 44 pre-service science teachers were asked to provide their opinions about the use of gamification in education after a 4-week implementation of gamification. The participants revealed the benefits of gamification such as an increase in motivation, saving time, and preventing cheating, as well as limitations such as difficulty in classroom management and technological problems. Furthermoer, according to the participants, gamification applications could be used in the assessment of instruction. While this study was carried out with respect to the playing practices in the teacher training period, it would be beneficial to study different teaching levels and apply the practices in different courses to diversify the results.

References

gamification in online education (Doctoral dissertation). Available from ProQuest Dissertations & Theses Global. (Order No. 3635727).

Bruder, P. (2015). Game on: Gamification in the classroom. The Education Digest, 80(7), 56–60.

Charland, P., Léger, P. M., Cronan, T. P., & Robert, J. (2015). Developing and assessing ERP competencies: Basic and complex knowledge. Journal of Computer Information Systems, 56(1), 31–39.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In A. Lugmays, H. Fransilla & I. Hammouda (Eds.) Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, (pp.9–15). Tampere, Finland.

EduTrends (2016). Gamification. Retrieved from: https://observatorio.itesm.mx/edutrendsgamificacion

Eleftheria, C. A., Charikleia, P., Iason, C. G., Athanasios, T. & Dimitrios, T. (2013, July). An innovative augmented reality educational platform using Gamification to enhance lifelong learning and cultural education. Paper presented at Information, Intelligence, Systems and Applications (IISA), 2013 Fourth International Conference, Piraeus-Athens, Greece.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20–32.

Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work? A literature review of empirical studies on gamification. Paper presented at System Sciences (HICSS), 2014 47th Hawaii International Conference, Hawaii, HI.

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.

Hamidi, F., Meshkat, M., Rezaee, M., & Jafari, M. (2011). Information technology in education. Procedia Computer Science, 3, 369–373.

Harrold, D. J. (2015). Game on: A qualitative case study on the effects of gamified curriculum design on student motivational learning habits (Doctoral dissertation). Available from ProQuest Dissertations & Theses Global. (Order No. 3691842).

Harwood, W. S., & McMahon, M. M. (1997). Effects of integrated video media on student achievement and attitudes in high school chemistry. Journal of research in science teaching, 34(6), 617–631.

Hilbert, M., & López, P. (2011). The world’s technological capacity to store, communicate, and compute information. Science, 332(6025), 60–65.

Holstein, J. A. & Gubrium, J. F. (1996). Phenomenology, ethnomethodology and interpretive practice. strategies of qualitative inquiry. In N. K. Denzin & Y. S. Lincoln (Eds.). Strategies of qualitative inquiry. (pp.135–157). London: Sage Publication.

Kapp, K. (2012). Games, Gamification, and the Quest for Learner Engagement. T+D, 66(6), 64–68.

Kelly-Garrett, R. (2006). Protest in an information society: A review of literature on social movements and new ICTs. Information, communication & society, 9(02), 202–224.

Kim, B. (2015). Understanding Gamification. Library Technology Reports, 51(2), 29–35.

Kocadere, S. A., & Çağlar, Ş. (2015). The design and implement of a gamified assessment. Journal of E-Learning and Knowledge Society, 11(3), 85-99.

Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. Retrieved from https://files.nyu.edu/fm9/public/Downloads/11/xeodesign_whyweplaygames.pdf

Lee, J. J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange. Quarterly, 15(2), 146.

Marangunić, N., & Granić, A. (2015). Technology acceptance model: a literature review from 1986 to 2013. Universal Access in the Information Society, 14(1), 81–95.

Marczewski, A. (2013). Gamification: a simple introduction. Amazon(kindle edition).

Measles, S. & Abu-Dawood, S. (2015, March). Gamification: game–based methods and strategies to increase engagement and motivation within an e-learning environment. Paper presented at Society for Information Technology & Teacher Education International Conference, Austin, TX.

Ministry of National Education (2015). Ortaokul Fen ve Teknoloji dersi öğretim programı [Elementary science and technology course curriculum]. Ankara.

Muntean, C. I. (2011, October). Raising engagement in e-learning through gamification. Paper presented at 6th International Conference on Virtual Learning, Cluj, Romania.

Oblinger, D. G. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 8(1), 1–18.

Pektaş, M. (2008). Biyoloji öğretiminde yapılandırmacı yaklaşımın ve bilgisayar destekli öğretimin öğrenci başarısı ve tutumlarına etkisi. [The influence of constructivist approach and computer assisted instruction in biology teaching on the students’ achievements and attitudes]. Unpublished doctoral dissertation. Gazi University Institut of Educational Sciences, Ankara, Turkey.

Rouse, K. E. (2013). Gamification in science education: The relationship of educational games to motivation and achievement (Doctoral dissertation). Available from ProQuest Dissertations & Theses Global. (Order No. 3569748).

Shute, V. & Ke, F. (2012). Games, Learning and Assessment. In D. EIfenthaler (Ed.), Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives, (pp. 43–58). New York, USA: Springer.

Shute, V. (2011). Stealth assessment in computer-based games to support learning. Computer games and instruction, 55(2), 503-524.

Shute, V., Ventura, M., Bauer, M., & Zapata-Rivera, D. (2009). Melding the power of serious games and embedded assessment to monitor and foster learning. Serious games: Mechanisms and effects, 2, 295-321.

Simões, J., Redondo, R. D. & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353.

Strata-Etan Expert Group (2002), Higher Education and Research for the ERA: Current Trends and Challenges for the Near Future. European Commission, DG Recherche, Brussels, Belgium.

Su, B., Bonk, C. J., Magjuka, R. J., Liu, X., & Lee, S. H. (2005). The importance of interaction in web-based education: A program-level case study of online MBA courses. Journal of Interactive Online Learning, 4(1), 1–19.

Taylor, S. J., Bogdan, R., & DeVault, M. (2015). Introduction to qualitative research methods: A guidebook and resource. New Jersey: John Wiley & Sons Inc.

Toda, A. M., Do Carmo, R. S., Silva, A. L. & Brancher, J. D. (2014). Project SIGMA-An Online tool to aid students in Math lessons with gamification concepts. Retrieved from http://www.jcc2014.ucm.cl/jornadas/EVENTOS/SCCC%202014/SCCC‑9.pdf.

Wood, L. C. & Reiners T. (2012, May) Gamification in Logistics and Supply Chain Education: Extending Active Learning. Paper presented at the IADIS 2012 International Conference on International Higher Education, Perth, Australia.

Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Canada: O’Reilly Media.

Published
2019-04-04