Towards gamification for spatial digital learning environments

• Spatial Digital Learning Environments (SDLEs, e.g., VR experiences or 3D environments) have become increasingly prevalent. • In a systematic literature review, we analyze the extent to which gamification mechanisms for SDLEs exploit spatiality. • Only 11 papers investigating gamification in SDLEs were included in the SLR. • In the 11 papers, 49 gamification mechanisms were identified, of which only 2 were spatially related. • Gamification for SDLEs that utilize the spatial characteristic in particular is identified as a research gap. Digital learning environments exhibiting spatial dimensions, such as VR experiences or virtual labs, have become increasingly common in recent years. At the same time, it is known that gamification, i.e., the application of game-like mechanisms, might support the motivational design of learning environments. However, so far, there seems to be no systematic overview on whether and how spatial dimensions are incorporated into gamification mechanisms. Accordingly, we conducted a systematic literature review to identify gamification mechanisms that use spatial dimensions. Out of 849 articles we finally included 11 articles found in the three databases ScienceDirect, IEEE, and ACM DL that conducted gamification in the context of spatial digital learning environments. For the most part, the gamification mechanisms used in these 11 articles did not relate to any spatial dimension. Conclusively, we state that there have been few approaches to gamification exploiting the spatial dimension. Given the limited findings in the literature, we propose developing a model to bridge existing gaps and support a structured approach to incorporating spatial dimensions into gamification mechanisms. Accordingly, we contribute to enhancing spatial digital learning environments with further motivational cues through spatial gamification mechanics.

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Publication Details

Journal
Entertainment Computing
Published
2024-10-20
DOI
https://doi.org/10.1016/j.entcom.2024.100893
Citations
10
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
7.91

Funders

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article

Towards gamification for spatial digital learning environments

Jannicke Baalsrud Hauge, Sri Vaishnavi Nakshatram, Christian Springer, Heinrich Söbke et al.
10 citations
Entertainment Computing
Educational Games and Gamification
7.91
article

Towards gamification for spatial digital learning environments

Jannicke Baalsrud Hauge, Sri Vaishnavi Nakshatram, Christian Springer, Heinrich Söbke, Sanghamitra Das
article en
10 citations

Abstract

• Spatial Digital Learning Environments (SDLEs, e.g., VR experiences or 3D environments) have become increasingly prevalent. • In a systematic literature review, we analyze the extent to which gamification mechanisms for SDLEs exploit spatiality. • Only 11 papers investigating gamification in SDLEs were included in the SLR. • In the 11 papers, 49 gamification mechanisms were identified, of which only 2 were spatially related. • Gamification for SDLEs that utilize the spatial characteristic in particular is identified as a research gap. Digital learning environments exhibiting spatial dimensions, such as VR experiences or virtual labs, have become increasingly common in recent years. At the same time, it is known that gamification, i.e., the application of game-like mechanisms, might support the motivational design of learning environments. However, so far, there seems to be no systematic overview on whether and how spatial dimensions are incorporated into gamification mechanisms. Accordingly, we conducted a systematic literature review to identify gamification mechanisms that use spatial dimensions. Out of 849 articles we finally included 11 articles found in the three databases ScienceDirect, IEEE, and ACM DL that conducted gamification in the context of spatial digital learning environments. For the most part, the gamification mechanisms used in these 11 articles did not relate to any spatial dimension. Conclusively, we state that there have been few approaches to gamification exploiting the spatial dimension. Given the limited findings in the literature, we propose developing a model to bridge existing gaps and support a structured approach to incorporating spatial dimensions into gamification mechanisms. Accordingly, we contribute to enhancing spatial digital learning environments with further motivational cues through spatial gamification mechanics.

Entertainment ComputingVol. 52
Thüringer Aufbaubank (DE), University of Applied Sciences Erfurt (DE), Hochschule Weserbergland (DE), Bauhaus-Universität Weimar (DE), KTH Royal Institute of Technology (SE)
European Commission, Bundesministerium für Bildung und Forschung, Horizon 2020 Framework Programme
Openalex Percentile: Top 2%
Educational Games and Gamification
7.91
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