Abstract
Educational studies usually correspond to routine teaching methods and textbook literature. Although as an essential process of making learning effective and exciting for students, it is considered that the classroom courses must involve interactive activities. Implementation of such interactive methods can be achieved by fusing playful classroom games, engaging the students with use of the latest methodologies, engaging the students with high enticement can make the course learning more interesting. In this new era of technology, games have grown prevalent in today’s media. Besides games, gamification is another trending technology in education, workplaces, business, etc. Gamification extends a simple way to motivate and promote learning and facilitate the development of sustainable life skills helping students to increase engagement in the learning process with creativity and imagination. Game elements in the form of game mechanics and dynamics act as motivators to achieve the desired goals. The findings in the educational contexts on the efficacy of gamification and game elements of this research achieved till date are concluded as carefully promising.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Akpolat, B.S., Slany, W. (2014). Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification. In: 2014 IEEE 27th conference on software engineering education and training (csee&t), pp. 149–153, IEEE.
Aparicio, M., Oliveira, T., Bacao, F., & Painho, M. (2019). Gamification: A key determinant of massive open online course (mooc) success. Information & Management, 56(1), 39–54.
Botra, A., Rerselman, M., Ford, M. (2014). Gamification beyond badges. In 2014 IST-Africa Conference Proceedings. pp. 1–10. IEEE
Bouki, V., Economou, D., Kathrani, P. (2014). “Gamification” and legal education: A game based application for teaching university law students. In: 2014 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL2014). pp. 213–216. IEEE.
Buckley, P., Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers and Education , 106, 43–55.
Cahyani, A. (2016). Gamification approach to enhance student's engagement in studying language course. In MATEC Web of Conferences. vol. 58, p. 03006. EDP Sciences.
Cardinot, A., Fairfield, J.A. (2019). Game-based learning to engage students with physics and astronomy using a board game. International Journal of Game-Based Learning (IJGBL) , 9(1), 42–57.
Clark, A., Ernst, J. (2009). Gaming research for technology education. Journal of STEM Education, 10(1) (2009)
Colteli, O., Grandi, X., Tosca, R., Latorre, P., S´anchez, J.S., Liz´an, L.V., Ros- Bernal, F., Mart´ınez-Cadenas, C. (2014). Designing serious games for learning support in medicine studies: A specific method to elicit and formalize requirements. In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings. pp. 1–4. IEEE.
De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology and Society, 21(2), 74–84 (2018)
Deater-Deckard, K., Chang, M., & Evans, M. E. (2013). Engagement states and learning from educational games. New Directions for Child and Adolescent Development, 2013(139), 21–30.
Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From game design elements to gamefulness: defining” gamification”. In: Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. pp. 9–15.
Dias, J. (2017). Teaching operations research to undergraduate management students: The role of gamification. In: The International Journal of Management Education, 15(1), 98–111.
Gonzalez, C.S.G., Carren˜o, A.M. (2014). Methodological proposal for gamification in the computer engineering teaching. In 2014 International symposium on computers in education (SIIE). pp. 29–34. IEEE.
Hakak, S., Noor, N., Ayub, M., Affal, H., Hussin, N., Imran, M., et al. (2019). Cloud-assisted gamification for education and learning–recent advances and challenges. Computers and Electrical Engineering, 74, 22–34.
Halloluwa, T., Vyas, D., Usoof, H., Hewagamage, K.P., Sahama, T. (2016). Gamifying mathematics for primary students in rural sri lanka. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction. pp 1–4.
Hanus, M.D., Fox, J.: Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation social comparison, satisfaction, effort, and academic performance. Computers and Education, 80, 152–161.
Herbert, B., Charles, D., Moore, A., Charles, T. (2014). An investigation of gamification typologies for enhancing learner motivation. In: 2014 International Conference on Interactive Technologies and Games. pp. 71–78. IEEE (2014).
Huang, B., Hew, K., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106–1126.
Israel-Fishelson, R., & Hershkovitz, A. (2020). Persistence in a game-based learning environment: The case of elementary school students learning computational thinking. Journal of Educational Computing Research, 58(5), 891–918.
Jin, Y., Yang, X., Kula, R., Choi, E., Inoue, K., Iida, H. (2015). Quick trigger on stack overflow: a study of gamification-influenced member tendencies. In: 2015 IEEE/ACM 12th Working Conference on Mining Software Repositories. pp. 434–437 IEEE
Lavega, P., Alonso, J. I., Etxebeste, J., Lagardera, F., & March, J. (2014). Relationship between traditional games and the intensity of emotions experienced by participants. Research Quarterly for Exercise and Sport, 85(4), 457–467.
Legaki, N. Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020). The effect of challenge-based gamification on learning: An experiment in the context of statistics education. International Journal of Human-Computer Studies, 144, 102496.
Lu¨ckemeyer, G. (2015). Virtual blended learning enriched by gamification and social aspects in programming education. In 2015 10th International Conference on Computer Science & Education (ICCSE). pp. 438–444. IEEE.
Mart´ı-Parren˜o, J., Segu´ı-Mas, D., Segu´ı-Mas, E. (2016). Teachers’ attitude towards and actual use of gamification. In Procedia-Social and Behavioral Sciences, 228, 682–688.
Mohamad, S., Sazali, N., & Salleh, M. (2018). Gamification approach in education to increase learning engagement. Int. J. Humanit. Arts Soc. Sci, 4(1), 22–32.
Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., Liang, H.N. (2019). Engaging children with educational content via gamification. Smart Learning Environments, 6(1), 6.
Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C., Cena, F. (2019). Strengthening gamification studies: Current trends and future opportunities of gamification research.
da Rocha Seixas, L., Gomes, A. S., & de MeloFilho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48–63.
Sailer, M., Sailer, M. (2020). Gamification of in-class activities in flipped classroom lectures. British Journal of Educational Technology.
Shi, L., & Cristea, A. I. (2015). Learners thrive using multifaceted open social learner modeling. IEEE Multimedia, 23(1), 36–47.
S¨obke, H., Broker, T., Kornadt, O. (2013). Using the master copy-adding educational content to commercial video games. In The Proceedings of The 7th European Conference on Games Based Learning. vol. 2, pp. 521–530.
The FunTheory: Piano stairs (accessed: 13–09–2016), https://www.youtube.com/watch?v2lXh2n0aPyw.
Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., et al. (2019). Analysing gamification elements in educational environments using an existing gamification taxonomy. Smart Learning Environments, 6(1), 16.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Duggal, K., Singh, P., Gupta, L.R. (2021). Impact of Gamification, Games, and Game Elements in Education. In: Singh, P.K., Polkowski, Z., Tanwar, S., Pandey, S.K., Matei, G., Pirvu, D. (eds) Innovations in Information and Communication Technologies (IICT-2020). Advances in Science, Technology & Innovation. Springer, Cham. https://doi.org/10.1007/978-3-030-66218-9_23
Download citation
DOI: https://doi.org/10.1007/978-3-030-66218-9_23
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-66217-2
Online ISBN: 978-3-030-66218-9
eBook Packages: Earth and Environmental ScienceEarth and Environmental Science (R0)