Skip to main content

Assessing Social Engagement in a Digital Role-Playing Game

Changes over Time and Gender Differences

  • 461 Accesses

Part of the IFIP Advances in Information and Communication Technology book series (IFIPAICT,volume 524)


Classcraft is a digital role-playing game dedicated to classroom management. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behaviour. We conducted a study in 4 classrooms from Switzerland. The study aimed at assessing to what extent the game fosters the social component of students’ engagement. The detection of socially-engaged behaviours is based on the monitoring of players’ behaviours. We collected and analysed players’ digital traces with kTBS4LA, a platform dedicated to playing analytics. The data collected shows that social engagement varies across time or gender. This variation seems to be linked to specific features of the game and also depends on how the game is played.


  • Playing analytics
  • Gamification
  • Classroom management
  • Social engagement
  • Classcraft

This is a preview of subscription content, access via your institution.

Buying options

USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-030-23513-0_16
  • Chapter length: 6 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
USD   54.99
Price excludes VAT (USA)
  • ISBN: 978-3-030-23513-0
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   69.99
Price excludes VAT (USA)
Hardcover Book
USD   99.99
Price excludes VAT (USA)
Fig. 1.


  1. Sanchez, E., Young, S., Jouneau-Sion, C.: Classcraft: from gamification to ludicization of classroom management. Educ. Inf. Technol. 20(5), 497–513 (2016)

    Google Scholar 

  2. Kapp, K.: The Gamification of Learning and Instruction. Pfeiffer, San Francisco (2012)

    Google Scholar 

  3. Bouvier, P., Lavoué, E., Sehaba, K., George, S.: Identifying learner’s engagement in learning games - a qualitative approach based on learner’s traces of interaction. In: Foley, O., Restivo, M.T., Uhomoibhi, J.O., Helfert, M. (eds.) Proceedings of the 5th International Conference on Computer Supported Education, Aachen, Germany, pp. 339–350 (2013)

    Google Scholar 

  4. Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55, 68–78 (2000)

    CrossRef  Google Scholar 

  5. Sanchez, E., Mandran, N.: Exploring competition and collaboration behaviors in game-based learning with playing analytics. In: Lavoué, É., Drachsler, H., Verbert, K., Broisin, J., Pérez-Sanagustín, M. (eds.) EC-TEL 2017. LNCS, vol. 10474, pp. 467–472. Springer, Cham (2017).

    CrossRef  Google Scholar 

  6. Cordier, A., Lefevre, M., Champin, P., Mille, A.: Connaissances et raisonnement sur les traces d’interaction. Revue d’Intelligence Artificielle 28(2–3), 375–396 (2014)

    CrossRef  Google Scholar 

  7. Casado, R., Guin, N., Champin, P., Lefevre, M.: kTBS4LA: une plateforme d’analyse de traces fondée sur une modélisation sémantique des traces. Papier présenté lors de l’Atelier ORPHEE Rendez-Vous, Font-Romeu, France (2017)

    Google Scholar 

Download references

Author information

Authors and Affiliations


Corresponding author

Correspondence to Guillaume Bonvin .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2019 IFIP International Federation for Information Processing

About this paper

Verify currency and authenticity via CrossMark

Cite this paper

Bonvin, G., Sanchez, E., Champin, PA., Casado, R., Guin, N., Lefevre, M. (2019). Assessing Social Engagement in a Digital Role-Playing Game. In: Passey, D., Bottino, R., Lewin, C., Sanchez, E. (eds) Empowering Learners for Life in the Digital Age. OCCE 2018. IFIP Advances in Information and Communication Technology, vol 524. Springer, Cham.

Download citation

  • DOI:

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-23512-3

  • Online ISBN: 978-3-030-23513-0

  • eBook Packages: Computer ScienceComputer Science (R0)