Evaluation approach for the impact of a Gamified University Environment

This paper presents an evaluation approach for the impact of a gamified learning environment within a university setting, focusing on the results of students and cadets in the Cybersecurity program at Nikola Vaptsarov Naval Academy, the findings and the implementation of this paper are successfully applied as part of the task “Analysis and development of methods and metrics for assessing cybersecurity” within the National Scientific Program “Security and Defense”. The evaluation approach integrates both quantitative and qualitative data, assessing key factors such as student progress, academic performance, motivation, engagement, and satisfaction. By employing tools such as progress tracking, academic dashboards, level progression systems, and feedback surveys, the study provides an analysis of the impact of gamified elements on learning outcomes. The authors develop a novel mathematical method to evaluate the environment’s effectiveness and introduce an innovative fuzzy logic-based approach to assess the success of the gamified environment. Both highlight the positive impact of gamification on student achievement and retention.

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Publication Details

Published
2024-12-06
DOI
https://doi.org/10.1109/isas64331.2024.10845706
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Evaluation approach for the impact of a Gamified University Environment

В. А. Петрова, Milen Sotirov, Donika Nikolova-Sotirova
Educational Games and Gamification
article

Evaluation approach for the impact of a Gamified University Environment

В. А. Петрова, Milen Sotirov, Donika Nikolova-Sotirova
article en

Abstract

This paper presents an evaluation approach for the impact of a gamified learning environment within a university setting, focusing on the results of students and cadets in the Cybersecurity program at Nikola Vaptsarov Naval Academy, the findings and the implementation of this paper are successfully applied as part of the task “Analysis and development of methods and metrics for assessing cybersecurity” within the National Scientific Program “Security and Defense”. The evaluation approach integrates both quantitative and qualitative data, assessing key factors such as student progress, academic performance, motivation, engagement, and satisfaction. By employing tools such as progress tracking, academic dashboards, level progression systems, and feedback surveys, the study provides an analysis of the impact of gamified elements on learning outcomes. The authors develop a novel mathematical method to evaluate the environment’s effectiveness and introduce an innovative fuzzy logic-based approach to assess the success of the gamified environment. Both highlight the positive impact of gamification on student achievement and retention.

Technical University of Varna (BG), Nikola Vaptsarov Naval Academy (BG)
Ministry of Education
Climate action
Openalex Percentile: Top 67%
Educational Games and Gamification
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Evaluation approach for the impact of a Gamified University Environment — В. А. Петрова, Milen Sotirov, et al. · (2024) | TGRS Research Map | TGRS