Gamification Methods in Higher Education
Lila A. Loos(&) and Martha E. Crosby(&)
University of Hawaii at Manoa, 1680 East-West Road POST 305D,
Honolulu, HI 96822, USA
{Lila7194,Crosby}@Hawaii.edu
Abstract. Gamification impacts the classroom through the integration of personal and social elements, creating an immersive learning environment. Rooted
in the motivational framework of flow experiences, gamification is a contemporary educational approach that leverages the characteristics of gaming culture.
This study examined how gamification techniques were operationalized by eight
professors and one director of instructional technology. The results of interviews
among a purposive sample show that gamification improves learning outcomes.
Subjects ranging from computer science and technology to languages and
multimedia journalism are taught in classrooms on campus, online, and in
hybrid settings. Game design mechanics such as points, challenges, and collaboration rank as the top three elements of gamification. Professors noted
increases in student coursework completion and discussion participation; students were exposed to real life situations and had fun learning. This study
addresses the gap in educational perspectives through gamification to encourage
desirable behavior for the benefit of the learner community.
Keywords: Gamification Flow Engagement Interaction Higher education
1 Introduction
The use of gamification to promote student engagement embodies an evolving
approach to learning in higher education. The application of digital game playing
represents a shift in the information culture to the Internet and is especially relevant to
those born after 1990 because this method intensifies engagement and active participation [1]. Gamification fosters critical thinking about real world topics, prepares
students to enter a technical workforce [2], and provides solutions to help schools solve
difficult motivation and engagement problems [3]. Irrespective of the application of
gamification to enhance or resolve educational concerns, skills necessary for gaming,
such as anticipating, thinking recursively, and organizing information within time
constraints, align with preferred educational abilities and skills [4]. Based on the
concept of active learning, gamification techniques are an alternative to the passive
classroom and a driver of student engagement. In this study, experts are interviewed to
discover the methods and the impact of gamification, revealing an adoption of
concept-mastery-based learning. The following sections strengthen educators’ foundational knowledge of gamification: diverse definitions of gamification in the
non-game context of education, framework of flow, method, results and discussion, and
conclusion.
© Springer International Publishing AG 2017
P. Zaphiris and A. Ioannou (Eds.): LCT 2017, Part I, LNCS 10295, pp. 474–486, 2017.
DOI: 10.1007/978-3-319-58509-3_37
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2 Diverse Definitions of Gamification in the Non-game
Context of Education
Gamification is defined as the use of game elements to create an active learning
environment by engaging students in the process of knowledge acquisition. Although
the term was first used in 2008, gamification’s popularity was established in 2010 and
its definition has since come under dispute [5]. Deterding, Dixon, Khaled, and Nacke
[5] define gamification as “the use of game design elements in non-game contexts”
(p. 12). The power of game-like techniques in the context of learner behavior has been
explored and defined by researchers studying subjects in the educational domain.
Kapp’s [6] multifaceted integration of game-like elements combines elements such as
narrative, challenge, sense of control and mastery, and decision-making in a non-game
environment. As educators integrate game elements into the classroom, the gamification dialog evolves and its definition develops.
Although learning from game elements is dissimilar from playing a game designed
to promote the mastery of a specific concept, educators may include games in their
methodological approach to gamification. One example of game integration is Fink,
Best, Manz, Popovsky, and Endicott-Popovsky’s [7] presentation of security scenarios
to assess learner responses. The observational experiment measures cyber defense
situational awareness by scoring teams based on the conditions for each requirement. In
this instance, incorporating games to improve readiness for real world cyber defense
provides an immersive simulation similar to Reiners et al.’s [8] authentic problem
solving environment, in which student “learning should be about fun, play, and passion” (p. 7). Huang and Soman [9] suggest distinguishing games from gamification
because the latter utilizes game elements, such as points and leaderboards, in the
learning process to accomplish an action that increases skill and knowledge and
stimulates engagement and motivation. Based on outcomes, gamification includes
games because they activate learning in the classroom, suggesting a more grounded
definition of gamification.
Gros [10] focuses on the integration of the structural aspects of games, such as
icons and imagery, to “promote conceptual learning, problem solving skills,
co-operation, and practical participation” (p. 30). The team-based element harnesses
student competitiveness to enhance learning. Likewise, Burke’s [11] method of using
game mechanics such as challenges, points, badges, and leaderboards to track students’
progress through levels of skill development and autonomy encourages motivated
players toward goal achievement. Alternatively, Lee and Hammer [3] emphasize the
design of gamification targets to meet the specific needs of schools and achieve
effective results, distinguishing gamification from its normal classroom counterparts
such as grades, tests, group projects, and extra credit. The authors propose that game
elements do not automatically produce student engagement; rather, they represent an
intervention for addressing cognitive, emotional, and social problems. Although not
defined by a specific pedagogy, the structure of gamification supports techniques for
enhancing student learning experiences, supporting Kapp’s [6] application of game
elements that activate desirable learning behavior or offer solutions to problematic
learning issues. The evolving phenomena are examined through current methods of
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gamification and their potential for promoting constructive learning in higher
education.
3 Framework of Flow
The cultivation of motivation and engagement through gamification is foundational to
Csikszentmihalyi’s [12] theoretical framework of flow. Positive psychology recognizes
the subjective experience of flow as it is conditioned by goals and the adjustment of
responses based on feedback [13]. Empirical evidence suggests that the integration of
flow has a positive influence in higher education contexts.
Csikszentmihalyi [12] describes flow as a powerful force, a “state of concentration
so focused that it amounts to absolute absorption in an activity” (p. 1). Csikszentmihalyi’s [12] studies of interviewees report similar experiences of flow, including the
ability to complete tasks, concentrate deeply, have clear goals, receive immediate
feedback, achieve effortless involvement, control one’s actions, and have no concern
for self or sense of the passage of time during the activity. These common flow
characteristics produce states of enjoyment represented by deep concentration on an
activity that, based on a student’s skill level, is sufficiently challenging. Csikszentmihalyi [14] argues that these relevant components allow flow to be experienced during
“almost any activity” (p. 2), and he advocates flow-augmented creativity in the student
and teacher domain.
Flow experiences require a combination of “well-presented knowledge, interested
students, and stimulating teachers” [15] p. 181. The intrinsic characteristics of flow are
argued to be present in gamification, affecting learners by encouraging engaged
behavior. Contrary to the standard approach of memorization-based classroom teaching, Khan [16] suggests, “the most effective way to teach would be to emphasize the
flow of a subject, the chain of associations that relates one concept to the next and
across subjects” (p. 48). The association between flow and the integration of game
mechanics motivates student learning. Steele and Fullagar [17] studied engagement in
college coursework mediated by flow. A positive association was found between flow
and instructor support of autonomy defined by goals and tasks. Feedback from a
teacher or from the task itself is a predictor of progress toward goals and a state of flow.
Gammon and Lawrence [18] studied the effect of feedback and self-assessment on flow
analytics, focusing on test-taking experiences. They found that student feedback and
self-assessment experiences presented supplementary opportunities for teachers to
enhance learning material, thus supporting learner performance.
Similar studies suggest that the flow condition of engagement occurs when the task
is at a level appropriate to one’s capabilities. Nakamura and Csikszentmihalyi [13]
describe two empirical studies. The first examined recreational activities, emphasizing
the intrinsic rewards of play and games, and the second studied surgeons who are
rewarded extrinsically. In both groups, the results demonstrate a sense of engagement
perceived by the participants while participating in activities at levels appropriate to
their individual abilities. Csikszentmihalyi [14] emphasizes the importance of balancing challenges and skills to avoid the distraction of more ambitious tasks and to
encourage concentration, interest, and enjoyment, which result in flow. In a subsequent
Gamification Methods in Higher Education
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study, D. Shernoff, Csikszentmihalyi, Shneider, and E. Shernoff [19] encouraged
instructors to engage learners through incremental skill-building and immediate feedback to match student ability to skill level.
Beylefeld and Struwig [20] argue that the “relationship between flow and motivation is highly relevant in higher education environments” (p. 933). Their study
investigates students’ ability to master medical microbiology through game-based
learning strategies by documenting the impact of flow on student engagement in skill
development. The results showed that students responded positively to the
flow-inducing game-based learning used to promote engagement with and mastery of
microbiology content, describing it as an “invigorating teaching device” (p. 938).
Kiili’s [21] study of flow experiences through content creation in educational games
reports student satisfaction with appropriate challenges, problems, and a story line. The
author recognizes the benefit of flow in the design of educational games: “the reward of
flow is obvious: it has a positive effect on learning” (p. 196). Flow is argued to have a
positive effect on learner attentiveness, thereby increasing engagement with bodies of
knowledge. This study describes relevant approaches, encompassing both games and
game mechanics, to enhancing learner outcomes.
4 Method
The purpose of this study is to discover how gamification techniques are used in higher
education to engage students and improve learning outcomes (Table 1). Game-based
techniques are examined through discussions with eight university professors and an
instructional technology designer, all of whom apply immersive methods to improve
learning outcomes. The interview questions were designed to capture emergent themes
that deepen our understanding of gamification processes and learner impact. The
research instrument consisted of nine open-ended questions and three closed-ended
questions (Appendix). The questions gave respondents maximum flexibility in structuring their responses [22] and allowed paths of discovery to reveal themselves for
comparative induction. The interview focused on the selection and implementation of
gamification elements, methodology, and classroom results. The comprehensive data
collected through participant perspectives and experiences revealed a variety of design
methods and prompted in-depth discussions of the implementation of gamification in
higher education.
Table 1. Research questions
RQ1: What gamification techniques do educators employ as an approach to higher education
learning?
RQ2: How do educators use gamification-based learning to engage students in higher
education?
RQ3: What is the impact of gamification on the learning outcomes of higher education
students?
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The responses were recorded, transcribed and analyzed to discover the emergent
themes. Similarities and differences were compared to increase the validity of the
findings [23]. Through inductive comparisons, descriptive connections were made by
categorizing and delineating the themes used in the coding process [24]; the core
interview themes are formulated and presented in the following sections.
5 Results and Discussion
A sample of nine professionals utilizing gamification in education participated in the
interview process. The data gathered in 2014 was collected from various United States
universities and a private organization in England. Pseudonyms are used to protect
interviewees’ identities. Table 2 provides a summary of the interviewees.
Table 2. Participants
Pseudonym
Occupational
title
Professor
Academic specialty or industry
specialty
Computer science
Sports education
Communications
Learning technologies
P6
Professor
Professor
Lecturer,
manager
Technology
director
Professor
P7
Professor
Information systems
P8
P9
Professor
Professor
Journalism
Social interactions
P1
P2
P3
P4
P5
Instructional technology design
Game design
University or
company name
University of
Washington
University of Idaho
University of Hawaii
University of
Brighton
Rosetta Stone
Carnegie Mellon
University
University of
Michigan
University of Hawaii
Syracuse University
The courses taught by the respondents range from technology to languages. Four of
the respondents with fewer than ten years of teaching experience use gamification in
language, social media innovation, multimedia journalism, news writing, introduction
to mass communications, and introduction to information courses. Seven of these
courses are located on university campuses and one course is offered online. One
respondent has ten years of teaching experience in a variety of venues (campus, online,
and in hybrid settings) and applies gamification in computer science and information
assurance courses.
Burke [11] argues that the value of gamification becomes a reality through educators who understand its importance and reports that the most significant barrier to
success is the lack of gamification design skills. The participants discussed how they
define, drive, measure, design, determine, and personalize game mechanics in their
approaches to implementing gamification.
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5.1
479
Defining Gamification
Participants consistently described gamification as an interactive and immersive
mechanism aimed at challenging students and activating classroom participation.
Table 3 lists definitions focused on the design aspect of gamification.
Table 3. Gamification definitions
Definition
“The use of design principles commonly used in games for purposes other than
games”
“Game-like features such as a point system, competitive ranking, or badging”
“An educational process for the purpose of activation of student learning and
transferring them from a productive to more creative thinking and approach to
the learning process and application of this knowledge to real life”
“Ways to bring real work activity into the classroom to help students learn
beyond just reading and listening to lectures”
“Choose the way they want to learn including the modes of learning and much
of the significant attributes of assignments and activities”
“Meaningful changes in the system that are equally valuable yet tailored to what
the student wants to learn”
“Giving people compelling choices in which they can pick their path to learning
and success”
Participant
P6
P5
P2
P1
P8
P8
P8
Participants emphasized structural definitions of gamification. Similarly, Werbach
[25] describes gamification as an academic expansion beyond points and badges to
aligning learning experiences with game mechanics. Similar to the description of
student agency advocated by P8, flow studies [6, 12, 17, 26, 27] suggest that gamification supports autonomy and personal control. All participants described game-like
principles in their approach to active education.
Table 4. Gamification drivers
Driver
“Ways to activate a student so they become involved in their learning process so
that learning becomes more than just memorization”
“As the material becomes more interactive, it becomes more engaging”
“Commonly used as a method of giving feedback about performance and for
incentivizing performance”
“Fundamentally and the most important part of learning is developing a love for
learning and if you can develop that love about the topic you’re teaching, then
the students will embrace that and gravitate toward that the rest of their lives”
“Provided feedback in a complex social system”
Participant
P1
P3
P4
P8
P9
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L.A. Loos and M.E. Crosby
Gamification Drivers
Identified as motivational experiences, the gamification drivers mentioned by the
participants are shown in Table 4. The informants reported increased student
involvement, social interaction, and feedback as factors that supported improved
learning outcomes. Several studies [9, 12, 17–19, 27, 28] have reported that feedback is
a motivational tool that can be used to align student abilities with skills.
5.3
Measuring Student Learning Outcomes with Gamification
Measuring learning outcomes using a point system was the most common form of
student assessment. Although the majority of respondents gamified specific course
content, P8 applied gamification to the entire classroom structure and observed that
grades are at the forefront of students’ minds. In a gamified course, grades begin at zero
and students gain points through the point system. Alternatively, P5 proposed a virtual
interactive game environment in which an avatar drives engagement and allows students to demonstrate their mastery of the learning objectives. P3, like P4, uses gamification as a motivator but uses exams and grades to assess the quality of student work.
Table 5 lists participant measures of gamification.
Table 5. Measuring student learning outcomes with gamification
Measurement by gamification
Participant
“Can be done inside or outside of a game system”
P6
“Learning outcomes cannot be measured using gamification”
P5
“Think it is inappropriate to use gamification to measure learning outcomes” P7
“Game is really just there to deliver the lesson”
P3
“Allocated points to a rubric for student evaluation”
P1
5.4
Gamification Pedagogy
De Byl’s [29] study of student enjoyment and engagement in a gamified curriculum
suggests that “educators are always seeking a new pedagogy or technology that might
engage and immerse their students” (p. 256). Although more than half of the respondents have not applied pedagogy to gamification methods (Table 6), P2 identified
pedagogy as necessary for effective implementation: “gamification is not a system by
itself, it has to be treated as a pedagogical system.” P1 uses the high-level
Kuzmina-Bespalko-Popovsky (KBP) model, which is based on American and Russian pedagogical approaches [30] and modifies content and delivery methods to gamify
education. This system-centered process produces creative problem solvers through
interconnected and dynamic elements comprising the “student, teacher, goals, content,
and didactic processes of the curriculum” (p. 59). Like Csikszentmihalyi’s [12] match
between student ability and skill level, Vygotsky [31] suggests a relationship between
learning and development in which levels should be matched; an approach identified by
P7. Vygotsky’s [31] theory on the zone of proximal development is the “distance
Gamification Methods in Higher Education
481
Table 6. Gamification pedagogy
Pedagogy
Pedagogy contains elements of a method, organization, and remedy
Kuzmina-Bespalko-Popovsky (KBP) model
Vygotsky’s zone of proximal development and Csikszentmihalyi’s concept of
flow
Participant
P2
P1
P7
between the actual developmental level as determined by independent problem solving
and the level of potential development as determined through problem solving under
adult guidance or in collaboration with more capable peers” (p. 40). Shernoff, Hamari,
and Rowe [32] propose a similar viewpoint in which flow is achieved by increasing the
level of skill to the next, more challenging, level.
5.5
Gamification Elements
Table 7 provides a list of gamification elements employed in the classroom. Ten
mechanisms are arranged in descending order according to the frequency with which
they were mentioned by the participants.
The use of game design characteristics such as points, the addition of new challenges, collaboration, and games were the four most frequently used mechanisms of
gamification. A notable exception is illuminated by P6, who does not believe gamification exists:
If it does exist, every classroom is already gamified as students already receive points, grades.
The only question worth discussing is where the designs of the systems are good ones or not,
whether they are gamified is unimportant and misleading.
This participant claims that gamification elements are already present in schools but
under different labels. Examples of game elements that parallel existing classroom
components are the use of points to determine grades, bonuses taking the place of extra
Table 7. Gamification elements
Gamification elements
Points increase your level
Addition of new challenges
Collaboration and/or interaction
Games in the educational process
Achievements earn recognition
Leaderboard displays levels in descending order
Master one level before moving to the next level
Bonuses received as extra reward
Flexibility of path selection
Countdown for time limits or deadlines
Participant
P1, P2, P3,
P1, P3, P4,
P1, P3, P4,
P1, P2, P3,
P3, P5, P7,
P4, P5, P7,
P1, P2, P5,
P7, P8, P9
P1, P8, P9
P8, P9
P4,
P5,
P5,
P4,
P8
P8
P7
P5, P7, P8, P9
P7, P8, P9
P8, P9
P5
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credit, countdowns to deadlines, or additional challenges replacing surprise quizzes.
Although de Byl [29] recognizes the existing alignment between gamification and the
educational system, the author acknowledges differences, including increased
engagement and the transparency of points, levels, and status, between a gamified
setting and the traditional classroom’s system of weighted assignment and test grades.
P5 considers the learning goal prior to selecting the appropriate gamification elements. Although studies have found that feedback is a motivational tool that produces
positive results [9, 12, 17–19, 27, 28], it was not mentioned as an element employed by
the participants. Feedback was used to define gamification by one respondent, however,
and was another respondent’s reason for employing gamification.
5.6
Personalizing Gamification Techniques
Five respondents reflected on the benefits of tailoring gamification techniques to students’ personality or cognitive ability, as shown in Table 8. P9 feels that personalization is risky and would not apply it when instructing a classroom of 250 students,
arguing instead that teaching options should be aligned with learning goals. P1 uses the
KBP pedagogical model to understand the student and adjust course content
accordingly.
Table 8. Personalizing gamification techniques
Personalization
“I give them options so the students themselves can kind of adjust their learning
based on the topic that they pick”
Aligns student physiology with athletic activity
“Always get to know the student and then tailor each assignment to that
student’s needs and talents”
“Adapt techniques from semester to semester based on student feedback and I
try to be sensitive to a full range of student needs and motivations”
“I don’t personalize techniques based on personality other than the idea that
there are different learner styles and I try to match the literature”
Participant
P1
P2
P8
P7
P9
6 Evaluation of Gamification
Participants’ ability to effectively address classroom difficulties necessitates the continuous modification and improvement of their gamification design methods. To
maximize learner engagement, educators evaluated the appropriate selection of subject
matter delivery methods and experiences, as shown in Table 9. Instructors’ methods
emphasized gamification as a positive accompaniment to lectures that accommodates
various learner types. Furthermore, student feedback and outcomes improve the
implementation of gamification in the classroom. The participants reported no major
problems, with the exception of the barrier created by cultural expectations of the
lecture format in higher education.
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Table 9. Evaluation of gamification
Evaluation
Applications to real world scenarios
Students work harder with games compared to regular assignments
Hands-on work
Well-designed teacher and student assessments
Potential inability of students to get along in their particular groups
Flexibility in assignments and higher student ratings for the gamified class
Can be disruptive and alienating when rules change
Creates a sense of fairness by accommodating highly attentive and mediocre
learners
Some students prefer to have content delivered via lecture
Effective processes defined by pedagogy
Well-designed teacher and student assessments
Build layers of gamification to understand what works best
Participant
P1
P1
P3
P3
P3
P9
P4, P9
P9
P1,
P1,
P3,
P5,
P8
P2, P8
P5, P7
P7
7 Conclusion
The results indicate that gamification’s use of game mechanics activates student
involvement, engagement, and motivation. Desiring to enrich student engagement in
higher education, the participants leveraged students’ ubiquitous exposure to the
intense state of game technologies to create an intensified exploration of their course’s
subject matter. Through the practical application of gamification elements characterized
by personal and social combinations of classroom activities, including exposure to real
life work activities, optimal learner experiences were observed to produce increased
student discussion, higher coursework scores, and more enjoyment for learners.
Gamification is an incentivizing technique that explains, reshapes, and brings
attention to immersive learning methods. Games are an element of gamification that
supplement active learning and do not replace teacher instruction. Research indicates
[28, 33] that gamification has yet to become a mainstream program of study in higher
education. Some studies, however, suggest it has the potential to become a conventional method in less than five years [34]. This study advances gamification’s role as a
game-based learning tool for higher education by identifying methods and exploring
educators’ successes and challenges. Arnab et al. [35] suggest a gap in the research
findings regarding the assimilation potential for education adoption. In response to
these obstacles, this research contributes to the future development of more complex
gamification design approaches that integrate game elements for more effective
implementation.
Additionally, future research in pedagogy should systematically develop a gamification discourse and assess the impact of gamification on the learning environment.
Ignoring the gamification movement may deprive students of the opportunity to discover information and ideas through active involvement.
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Appendix
Interview Questions
Closed-ended questions
Link to research
question Table 10
1. What is your title?
2. What is your academic specialty?
3. What classes have you recently taught that contain
gamification elements?
a. What was the subject of the class?
b. Was the class on-campus, online, or hybrid?
c. How long have you taught the class?
Open-ended questions
1
Link to research
question Table 10
1. How do you define gamification?
1, 2, 3
2. What is the purpose of employing gamification in the classroom? 2, 3
3. How do you measure student learning outcomes utilizing
3
gamification?
4. Is there any gamification pedagogy that you particularly identify 2
with?
5. How do you select gamification elements?
1
6. Have you ever personalized gamifying techniques based on
1
student personality or cognitive ability?
7. Could you reflect on the positive results, if any, that you have 3
experienced using gamification in the classroom? Were the results
quantified?
8. Have you experienced any problems using gamification in the 3
classroom? Were the results quantified?
9. Is there any general advice or best practices that you would like 2, 3
to elaborate on?
Table 10. Research questions
1. What gamification techniques do educators employ in higher education learning?
2. How do educators use gamification-based learning to engage students in higher education?
3. What is the impact of gamification on the learning outcomes of higher education students?
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