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Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom()

Challenges in education have continuously been addressed by integrating gamification, but a gap remains for game design principles that support user engagement. This paper outlines results obtained from integrating challenge-based gamification into an elementary school classroom to examine the emerg...

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Detalles Bibliográficos
Autores principales: Anunpattana, Punyawee, Khalid, Mohd Nor Akmal, Iida, Hiroyuki, Inchamnan, Wilawan
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8715305/
https://www.ncbi.nlm.nih.gov/pubmed/35005284
http://dx.doi.org/10.1016/j.heliyon.2021.e08637
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author Anunpattana, Punyawee
Khalid, Mohd Nor Akmal
Iida, Hiroyuki
Inchamnan, Wilawan
author_facet Anunpattana, Punyawee
Khalid, Mohd Nor Akmal
Iida, Hiroyuki
Inchamnan, Wilawan
author_sort Anunpattana, Punyawee
collection PubMed
description Challenges in education have continuously been addressed by integrating gamification, but a gap remains for game design principles that support user engagement. This paper outlines results obtained from integrating challenge-based gamification into an elementary school classroom to examine the emergence of student engagement and learning-related behavior. The approach was applied to logical puzzle quizzes where different gamification adjustments were captured and examined using physics' analogy (called the motion in mind concept). The structural experiment, with a mixed methods design, was designed around the notion of time pressure and the difficulty of gamifying the quizzing experience. This model was constructed to validate and expand the quantitative findings (motion in mind model) by including qualitative explorations (thematic analysis). The results revealed the potential synthesis of motion in mind and flow theory, and its relationships to engagement and learning were identified as a new conceptual scheme.
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spelling pubmed-87153052022-01-06 Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom() Anunpattana, Punyawee Khalid, Mohd Nor Akmal Iida, Hiroyuki Inchamnan, Wilawan Heliyon Research Article Challenges in education have continuously been addressed by integrating gamification, but a gap remains for game design principles that support user engagement. This paper outlines results obtained from integrating challenge-based gamification into an elementary school classroom to examine the emergence of student engagement and learning-related behavior. The approach was applied to logical puzzle quizzes where different gamification adjustments were captured and examined using physics' analogy (called the motion in mind concept). The structural experiment, with a mixed methods design, was designed around the notion of time pressure and the difficulty of gamifying the quizzing experience. This model was constructed to validate and expand the quantitative findings (motion in mind model) by including qualitative explorations (thematic analysis). The results revealed the potential synthesis of motion in mind and flow theory, and its relationships to engagement and learning were identified as a new conceptual scheme. Elsevier 2021-12-20 /pmc/articles/PMC8715305/ /pubmed/35005284 http://dx.doi.org/10.1016/j.heliyon.2021.e08637 Text en © 2021 The Author(s) https://creativecommons.org/licenses/by/4.0/This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Research Article
Anunpattana, Punyawee
Khalid, Mohd Nor Akmal
Iida, Hiroyuki
Inchamnan, Wilawan
Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom()
title Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom()
title_full Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom()
title_fullStr Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom()
title_full_unstemmed Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom()
title_short Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom()
title_sort capturing potential impact of challenge-based gamification on gamified quizzing in the classroom()
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8715305/
https://www.ncbi.nlm.nih.gov/pubmed/35005284
http://dx.doi.org/10.1016/j.heliyon.2021.e08637
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