Leveling up engagement: gamification’s role in creating immersive online events
Abstract Virtual conferences can be easily accessed, promotes audience diversity, and leads to cost reduction. However, motivation and social interaction need amelioration. Gamification is a strategy that uses the structure of games to promote motivation and engagement. The annual student conference was created to promote discussion about the students’ projects and issues found during their studies. In 2021, gamification was implemented to improve the event. Here, we report our experience using gamification in the annual student conference of the Oswaldo Cruz Institute. The construction of the platform involved the student council, the direction of the institute, the journalism team, and the company Ekoá. The gamified platform was built with elements of affective memory of the institute, using clickable icons with the appearance of buildings from the Institute, organized based on their functions. We noticed the number of participants increased from 240 to 759 when compared to the previous year’s remote event. The discussion of science projects was adapted to the remote environment, so that students could expose their difficulties during the pandemic. Activities were proposed to increase social interaction, focused on mental health improvement, and a multi-participant online game was available to boost engagement. At the end, participants answered a voluntary survey to collect feedback. In conclusion, the use of gamification enriches remote events and is a good resource to improve motivation, continuity and social interaction.
Authors
- Adérito Marcos (ORCID: https://orcid.org/0000-0002-9164-9686)
- T. Ribeiro (ORCID: https://orcid.org/0000-0002-7616-1930)
- H. A. Souza
- Norma Cristina Cardoso Brandão
- Ricardo de Souza Rosa (ORCID: https://orcid.org/0000-0002-4289-2241)
- Abel G.M. Ferreira (ORCID: https://orcid.org/0000-0002-8316-200X)
- Tânia Cremonini de Araújo-Jorge (ORCID: https://orcid.org/0000-0002-8233-5845)
- Beatriz Matheus de Souza Gonzaga (ORCID: https://orcid.org/0000-0002-6862-7008)
- Clélia Christina Mello-Silva (ORCID: https://orcid.org/0000-0002-5575-2272)
- Mariana Alberti Gonçalves
- Samuel Iwao Maia Horita (ORCID: https://orcid.org/0000-0002-2800-4746)
- A. S. Silva
- Luciano José Pereira (ORCID: https://orcid.org/0000-0002-0502-2554)
- Mary S. Carvalho (ORCID: https://orcid.org/0000-0001-8709-8298)
- Roberto Rodrigues Ferreira (ORCID: https://orcid.org/0000-0001-5010-7007)
- Luciana Ribeiro Garzoni
- Renata M. F. Mélo
- A. Rodrigues
- Andréa Henriques Pons
- João P. S. Oliveira-Correia
- Yuli R. M. Souza
- Ingo Riederer
- F. S. Giovane
Institutions
- Universidade Federal do Rio de Janeiro (BR)
- Hospital Alemão Oswaldo Cruz (BR)
- Faculdades Oswaldo Cruz (BR)
- Fundação Oswaldo Cruz (BR)
Publication Details
- Journal
- Smart Learning Environments
- Published
- 2025-05-22
- DOI
- https://doi.org/10.1186/s40561-025-00386-1
- Citations
- 1
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 3.44