Home / Gamify Tool
This web site was created for partial completion of Memorial University's Masters of Education program (Information Technology).
Cory Antonini
This work is licensed under a Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International
License.
There are a number of gamification resources on the Internet; however, many are focused on behaviour modification or marketing. Below are a few resources that are gamification of education specific.
Read the paper that informed this web site
See the reference list
Abrams, S., & Walsh, S. (2014). Gamified Vocabulary. Journal Of Adolescent & Adult Literacy, 58(1), 49-58. doi:10.1002/jaal.315
Banfield, J., & Wilkerson, B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research (CIER), 7(4), 291-298.
Chen, Y., Burton, T., Mihaela, V., & Whittinghill, D. (2015). Cogent: A Case Study of Meaningful Gamification in Education with Virtual Currency. International Journal Of Emerging Technologies In Learning, 10(1), 39-45. doi:10.3991/ijet.v10i1.4247
Cheong, C., Filippou, J. & Cheong, F. (2014). Towards the gamification of learning: Investigating student perceptions of game elements. Journal Of Information Systems Education, 25(3), 233-244.
da Rocha Seixas, L., Gomes, A. S., & de Melo Filho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48-63. doi:10.1016/j.chb.2015.11.021
Deci, E., Koestner, R., & Ryan, R. (2001). Extrinsic rewards and intrinsic motivation in Education: Reconsidered once again. Review of Educational Research, 71(1), 1-27. Retrieved from http://www.jstor.org/stable/3516064
de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 9599-113. doi:10.1016/j.compedu.2015.12.008
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.
Dicheva, D, Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal Of Educational Technology & Society, 18(3), 75-88.
Gartner (2013). "Gartner Says Worldwide Video Game Market to Total $93 billion in 2013" Retrieved from World Wide Web, Nov. 23, 2015 h ttp://www.gartner.com/newsroom/id/2614915
Gerber, H. R. (2014). Problems and possibilities of gamifying learning: A conceptual review. Internet Learning Journal, 3(2), 46-54.
Hattie, J., & Timperley, H. (2007). The power of feedback. Review of educational research, 77(1), 81-112.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In System Sciences (HICSS), 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE.
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
Harrold, D. J. (2015). Game on: A qualitative case study on the effects of gamified curriculum design on student motivational learning habits. Available from ProQuest Dissertations & Theses Global. http://search.proquest.com/docview/1673159776?accountid=12378
Hamzah, W., Ali, N., Saman, M., Yusoff, M., & Yacob, A. (2015). Influence of gamification on students' motivation in using e-learning applications based on the motivational design model. International Journal Of Emerging Technologies In Learning, 10(2), 30-34. doi:10.3991/ijet.v10i1.4355
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
Kim, B. (2015). The popularity of gamification in the mobile and social era. (2015). Library Technology Reports, 51(2), 5-9.
Kwon, K. H., Halavais, A., & Havener, S. (2015). Tweeting Badges: User Motivations for Displaying Achievement in Publicly Networked Environments. Cyberpsychology, Behavior & Social Networking, 18(2), 93-100.
Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785. doi:10.1177/1046878114563662
Lieberoth, A. (2015). Shallow gamification: Testing psychological effects of framing an activity as a game. Games And Culture: A Journal Of Interactive Media, 10(3), 229-248. doi:10.1177/1555412014559978
McGonigal, J. (2011). We Spend 3 Billion Hours a Week as a Planet Playing Videogames. Is It Worth It? How Could It Be MORE Worth It? TED Conversations Archives, February 2011, www.ted.com/conversations/44/we_spend_3_billion_hours_a_wee.html
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2015). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers In Human Behavior, doi:10.1016/j.chb.2015.08.048
Nacke, L. (2015). The use of games and play to achieve real-world goals. Gamification Research Network. Retrieved 18 June 2016, from http://gamification-research.org/tag/ludification/
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. doi:10.1006/ceps.1999.1020
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal Of Human-Computer Studies, 7414-31. doi:10.1016/j.ijhcs.2014.09.006
TIP:Remember that completion awards should be early on in the lesson and awarded for completing uninteresting tasks.
When you are picking completion awards, look at your goals and ask, "Which ones of these task are the least interesting?" "What steps could I attach an award to? Which tasks must be done first? Could I reward steps with levels?
TIP:Remember that measurement awards are like descriptive feedback. They should let learners know how well they are doing in comparison to a standard or in comparison to others.
When you are picking measurement awards, look at your goals and ask, "How can I rate the performance on these tasks?" "Do I want to create healthy competition? How many stages are required to complete the task (progress bars)? What are the different skills that learners are developing? (skill tree)
TIP:Remember that measurement and completion awards should work to develop and support your overall instructional strategies. Use the chart below to help you chose your instructional strategies.