Technological Aspects of Gamification: Criteria for the Selection of Digital Tools and Platforms

This work-in-progress paper describes research conducted as part of the ongoing project "Enhancing Motivation for Learning Through Gamification", whose main aim is to develop a pedagogical-technological gamification framework to help high school teachers design and implement gamification activities. The research will be conducted using the Design-Based Research (DBR) methodology. Currently, the project is focussing on researching the technological aspects of the gamification framework. This paper proposes criteria to consider when selecting digital tools and platforms for gamification and presents the results of analysing selected tools. The main contribution of the paper lies in its own categorisation of the gamification criteria based on the MDA framework, in which the gamification categories are described according to Mechanics, Dynamics and Aesthetics. As an example of the application of the categorisation, the analysis of the gamification tool Kahoot! is described in detail.

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Publication Details

Journal
European Conference on e-Learning
Published
2024-10-23
DOI
https://doi.org/10.34190/ecel.23.1.2568
Citations
3
Primary Topic
Impulse Buying and Technology Impacts
Type
article
Field-Weighted Citation Impact
3.39
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article

Technological Aspects of Gamification: Criteria for the Selection of Digital Tools and Platforms

Nataša Hoić-Božić, Ana Vrcelj, Kristian Stančin
3 citations
European Conference on e-Learning
Impulse Buying and Technology Impacts
3.39
article

Technological Aspects of Gamification: Criteria for the Selection of Digital Tools and Platforms

Nataša Hoić-Božić, Ana Vrcelj, Kristian Stančin
article en
3 citations

Abstract

This work-in-progress paper describes research conducted as part of the ongoing project "Enhancing Motivation for Learning Through Gamification", whose main aim is to develop a pedagogical-technological gamification framework to help high school teachers design and implement gamification activities. The research will be conducted using the Design-Based Research (DBR) methodology. Currently, the project is focussing on researching the technological aspects of the gamification framework. This paper proposes criteria to consider when selecting digital tools and platforms for gamification and presents the results of analysing selected tools. The main contribution of the paper lies in its own categorisation of the gamification criteria based on the MDA framework, in which the gamification categories are described according to Mechanics, Dynamics and Aesthetics. As an example of the application of the categorisation, the analysis of the gamification tool Kahoot! is described in detail.

European Conference on e-LearningVol. 23(1)
University of Rijeka (HR)
Openalex Percentile: Top 6%
Impulse Buying and Technology Impacts
3.39
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