Gamification, Peer Networks, and the Reconstruction of Sociograms: A Social Network Analysis in Higher Education

Background: Gamification is widely used in higher education, yet its consequences for the relational structure of a class are rarely measured, and sociometric data are often analyzed without attention to how the underlying matrix is built. Methods: We report an exploratory, single-case, pre–post study of a gamified master’s course in Didactics and Media Education (N = 19), with a dual aim: to demonstrate a transparent procedure for reconstructing directed, weighted sociograms from raw questionnaire responses, and to explore how the peer-preference network changed over one semester of cooperative group work; inference used permutation methods suited to a small single network. Results: A pre-existing matrix contained roughly one-third of ties with no basis in the data, doubling the apparent centralization and mischaracterizing the least-chosen, most-rejected student as the most popular hub; reconstruction reversed these conclusions. On the reconstructed network, cohesion increased and previously isolated students were integrated, while centralization stayed stable—integration without hierarchy—with a reciprocal, transitive, and highly stable structure and no demographic homophily. Conclusions: Social network analysis (SNA) is a sensitive instrument for the relational evaluation of gamified courses, but the construction of the sociomatrix is itself a substantive analytic decision that must be reported transparently.

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Publication Details

Journal
Education Sciences
Published
2026-09-08
DOI
https://doi.org/10.3390/educsci16091465
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamification, Peer Networks, and the Reconstruction of Sociograms: A Social Network Analysis in Higher Education

Federica Pelizzari
Education Sciences
Educational Games and Gamification
article

Gamification, Peer Networks, and the Reconstruction of Sociograms: A Social Network Analysis in Higher Education

Federica Pelizzari
article en

Abstract

Background: Gamification is widely used in higher education, yet its consequences for the relational structure of a class are rarely measured, and sociometric data are often analyzed without attention to how the underlying matrix is built. Methods: We report an exploratory, single-case, pre–post study of a gamified master’s course in Didactics and Media Education (N = 19), with a dual aim: to demonstrate a transparent procedure for reconstructing directed, weighted sociograms from raw questionnaire responses, and to explore how the peer-preference network changed over one semester of cooperative group work; inference used permutation methods suited to a small single network. Results: A pre-existing matrix contained roughly one-third of ties with no basis in the data, doubling the apparent centralization and mischaracterizing the least-chosen, most-rejected student as the most popular hub; reconstruction reversed these conclusions. On the reconstructed network, cohesion increased and previously isolated students were integrated, while centralization stayed stable—integration without hierarchy—with a reciprocal, transitive, and highly stable structure and no demographic homophily. Conclusions: Social network analysis (SNA) is a sensitive instrument for the relational evaluation of gamified courses, but the construction of the sociomatrix is itself a substantive analytic decision that must be reported transparently.

Education SciencesVol. 16(9)
Università Cattolica del Sacro Cuore (IT)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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