Analysis of the Gamification Aspects of Digital Educational Tools Using Gamification Classification

Nowadays, gamification is increasingly being used in education to increase student motivation. The reason for this is that it is easier to design and implement in the classroom than game-based learning (GBL). Instead of developing special educational games, gamification can be implemented simply by using some game design elements provided by publicly available digital gamification tools. However, choosing the right gamification tools and their game design elements is not an easy task for teachers. This paper describes a new classification for gamification and its application in the evaluation of popular digital gamification tools. Reviewing the characteristics of these tools can help teachers not only in selecting these tools, but also in independently evaluating other tools. The classification described is the first step in developing the future technological-pedagogical framework for the design and implementation of gamified activities in schools.

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Publication Details

Published
2024-09-26
DOI
https://doi.org/10.23919/softcom62040.2024.10721650
Citations
4
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
3.12
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article

Analysis of the Gamification Aspects of Digital Educational Tools Using Gamification Classification

Martina Holenko Dlab, Nataša Hoić-Božić, Tomislav Jagušt, Kristian Stančin et al.
4 citations
Education and Learning Interventions
3.12
article

Analysis of the Gamification Aspects of Digital Educational Tools Using Gamification Classification

Martina Holenko Dlab, Nataša Hoić-Božić, Tomislav Jagušt, Kristian Stančin, Ana Vrcelj Božić
article en
4 citations

Abstract

Nowadays, gamification is increasingly being used in education to increase student motivation. The reason for this is that it is easier to design and implement in the classroom than game-based learning (GBL). Instead of developing special educational games, gamification can be implemented simply by using some game design elements provided by publicly available digital gamification tools. However, choosing the right gamification tools and their game design elements is not an easy task for teachers. This paper describes a new classification for gamification and its application in the evaluation of popular digital gamification tools. Reviewing the characteristics of these tools can help teachers not only in selecting these tools, but also in independently evaluating other tools. The classification described is the first step in developing the future technological-pedagogical framework for the design and implementation of gamified activities in schools.

University of Rijeka (HR), University of Zagreb (HR)
Openalex Percentile: Top 7%
Education and Learning Interventions
3.12
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