OneUp Learning: A Course Gamification Platform

  • Darina DichevaEmail author
  • Keith Irwin
  • Christo Dichev
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10653)


Gamification of education is still evolving. It lacks systematic studies assessing its effect in different contexts. Creating a gamified course is still time-consuming and design limited. As a response to these challenges, we developed OneUp Learning – a customizable platform aimed at facilitating the process of gamifying learning activities and enabling contextual studies. In this paper we present the platform architecture and its functionality, which includes support for integrating game design elements in learning activities, for creation of dynamic problems and for visualizing student performance and progress. At the end, we present a usability study of the platform and the assessment results from an end user perspective.



This material is based upon work supported by the NSF project HRD 1623236 “TIP: Increasing Student Motivation and Engagement in STEM Courses through Gamification.” We thank Dr. Jurek Kirakowski for being gracious enough to grant us an academic license for SUMI.


  1. 1.
    Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work?–a literature review of empirical studies on gamification. In: 47th Hawaii International Conference on System Sciences, pp. 3025–3034 (2014)Google Scholar
  2. 2.
    Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum. Comput. Stud. 74, 14–31 (2015)CrossRefGoogle Scholar
  3. 3.
    Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. J. Educ. Technol. Soc. 18(3), 75–88 (2015)Google Scholar
  4. 4.
    Dichev, C., Dicheva, D.: Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int. J. Educ. Technol. High. Educ. 14, 9 (2017)CrossRefGoogle Scholar
  5. 5.
    Dicheva, D., Irwin, K. Dichev, C., Talasila, S.: A course gamification platform supporting student motivation and engagement. In: IEEE International Conference on Web & Open Access to Learning ICWOAL 2014, Dubai, UAE (2014)Google Scholar
  6. 6.
    Dominguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernandez-Sanz, L., Pages, C., Martinez-Herraiz, J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)CrossRefGoogle Scholar
  7. 7.
    Kirakowski, J., Corbett, M.: SUMI: the software usability measurement inventory. Br. J. Edu. Technol. 24(3), 210–212 (1993)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  1. 1.Computer Science DepartmentWinston Salem State UniversityWinston SalemUSA

Personalised recommendations