This section describes and explains a gamified system for the aforementioned pedagogical design, mainly focusing on a proof-of-concept tablet app. The system consists of a tablet app, and a group of players who are students. The way the system will be designed and deployed is explained below, using the 6D Gamification Design Framework [15].
3.1 Description of the Gamified System
The system consists of a tablet app, a website, and players who meet in real life to participate in class activities. The players with the role of a student will be using the tablet app. The setting is a physical and synchronous classroom environment for the majority of the game tasks, and other environments for a few tasks. No asynchronous teaching or learning is assumed, but is not prohibited either.
The students will use the tablet app to identify each moment in class when they are active in one of the 21\(^{st}\) Ce. skills defined by the NCCA (Collaboration, Communication, Creativity, Self-management, Information management) [8]. The home screen provides the students with a selection of the skills and they have to tap the appropriate choice each time they have used a skill in the classroom (e.g., Alice taps “Creativity” after solving a new problem in Mathematics). To validate this input without interrupting the class, the app will occasionally ask the student to perform short benchmark tasks after they have tapped a skill. However, these validation benchmarks will not appear each and every time the student has selected a skill. These self-assessment activities are organised in levels (phases) of increasing difficulty and are rewarded as described in the following sections. A preliminary on-boarding phase has been designed in a way that it can be delivered by the teacher in class without consuming too much time off a class session. Moreover, to clear a phase the student will have to upload an exemplar of an achievement of theirs that reflects each skill.
This gamified self-assessment process is suitable for both the Junior and the Senior Cycle and is not affected by pedagogical decisions with regard to the language of the assessment. Thus, it can facilitate multiple models of 21st Ce. Skills, multiple education systems, curricula, age groups, taught modules, or languages. Many of these benefits derive from the curriculum-independent nature of the self-assessment pedagogy itself, and not specifically from the gamification process.
The role of other stakeholders such as the teachers and parents is beyond the scope of this paper.
3.2 Define Business Objectives
One main reason why a design decision was made to gamify the process is that the self-assessment process is a continuous one. Indeed, the pedagogy is based on the continuous feedback spiral described in [3].
Since self-assessment is an iterative process, it is only safe to assume that initial iterations will produce poorer results than subsequent ones. Competence in self-assessment depends greatly on familiarisation with the assessment language. Thus, it is important to keep motivation among students high until they reach a stage where they will produce rich self-assessment material.
Gamification can facilitate getting the best out of students’ self-assessments by keeping them in a mental state of flow [4]. A state of flow is one where the students immerse into their tasks and thus they are more likely to respond in a qualitatively appropriate way.
3.3 Delineate Target Behaviours
The target behaviours are the following. Firstly, tagging. That is, a player is expected to use the system to digitally tag a physical activity. That is, a key performance indicator (KPI) of the system will be the amount of user activity related with identifying that they have used a 21st Ce. skill in the classroom.
Secondly, a target behaviour is the player to explain their involvement with the skills. That is, a KPI of the system is the amount and the quality of user activity around the benchmark tasks during the phases, and the uploaded exemplars at the end of each phase (see Fig. 1).
3.4 Describe Your Players
The players are young, and relatively tech savvy (as we assume that their schools has provided them with tablet devices). While the pedagogical design and the overall gamification framework (phases, exemplars, etc.) have nothing that absolutely prescribes a tablet app and could be used with paper-based forms, the age of the players favours a digital solution.
The players, depending on their exact age, could have a varying level of workload and this could affect the use of the system. New students could use the system more due to excitement about its novelty, while near-graduation students could be affected by the current system’s high appreciation of examination results and focus on those rather than on 21st Ce. skills.
3.5 Devise Activity Loops
The main activity loop will be to tag classroom activities in the system/app. Moreover, if the user has tagged a skill a set number of times they will be asked to complete a short benchmark task. Finally, the users get to upload an exemplar work of theirs for each skill that represents their best example of what each skill looks like in practice. For the main activity, the feedback is a simple notification that they have performed the tagging (see about microinteractions at the section below). For the benchmark and the exemplar tasks, the users will receive digital badges within the system (see Fig. 2). These badges would be designed so as to assign a status to users depending on their self-assessment and could include some teacher validation (not evaluation, rather validation in the sense of avoiding plagiarism etc.).
3.6 Dont Forget the Fun!
All the points said above, it is expected that satisfaction, within-school civic-duty-like fun, not necessarily playful fun is going to be the key motivator for players to participate in the system. Fun is seeked by expanding intrinsic motivation, it is not the goal that the aforementioned badges will be a major motivation force. Rather, extrinsic motivations will provide moments of instant gratification for sticking with the system, while, using again the examples of Alice tagging “Creativity” in a Mathematics activity, the Mathematics activity itself is supposed to be the playful fun of the systemFootnote 5. This can be conveyed to the users via the app visual design and text. However, various benchmark tasks can be designed so as to have playful elements. A “guide” avatar, designed to provide guidance to the students, can also consist an element of playful behaviour.
3.7 Deploy the Appropriate Tools
The appropriate tool here is a tablet app. The tablet app is intended to capture skills on the spot. Moreover, one can see their badges and previous exemplars.
A tablet is preferred since it is a mobile device which is less cumbersome for text input than a mobile phone. It allows on-the-spot capturing of skills and also to complete benchmark tasks that would require text input (e.g., “What does it mean to be excellent at Collaboration?”). Larger screen real-estate at tablets also means that browsing history or an overview of exemplars is better than using a mobile device.
As the players are young and tech savvy, they shouldn’t have any difficulty in using this technology.
Overall, our gamification framework suggests the design of a finite game, where (i) mastery, ownership, and identity are the chief motivators, (ii) there are clear checkpoints as victory conditions, (iii) levels of difficulty, levels, rewards (badges), reinforcement through teacher validation of the badges, and quests (exemplars) are the game mechanics, (iv) and status, achievement, and feedback by the teacher are the social interactions.