Engaging children with educational content via Gamification

Abstract Gamification is the application of game mechanisms in non-gaming environments with the objective of enhancing user experience. In this paper, we investigate the effectiveness of gamification in educational context, i.e. teaching numeracy at a primary school level. We study the appealing cha...

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Main Authors: Kalpana Nand, Nilufar Baghaei, John Casey, Bashar Barmada, Farhad Mehdipour, Hai-Ning Liang
Format: Article
Language:English
Published: SpringerOpen 2019-07-01
Series:Smart Learning Environments
Subjects:
Online Access:http://link.springer.com/article/10.1186/s40561-019-0085-2
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spelling doaj-356ba6a6f2e64541b4c98100e1db27f72020-11-25T03:33:35ZengSpringerOpenSmart Learning Environments2196-70912019-07-016111510.1186/s40561-019-0085-2Engaging children with educational content via GamificationKalpana Nand0Nilufar Baghaei1John Casey2Bashar Barmada3Farhad Mehdipour4Hai-Ning Liang5Department of Computer Science, Unitec Institute of TechnologyDepartment of Computer Science, Unitec Institute of TechnologyDepartment of Computer Science, Unitec Institute of TechnologyDepartment of Computer Science, Unitec Institute of TechnologyDepartment of Information Technology, Otago Polytechnic Auckland International Campus (OPAIC)Department of Computer Science & Software Engineering, Xi’an Jiaotong-Liverpool UniversityAbstract Gamification is the application of game mechanisms in non-gaming environments with the objective of enhancing user experience. In this paper, we investigate the effectiveness of gamification in educational context, i.e. teaching numeracy at a primary school level. We study the appealing characteristics of engaging computer games from children’s point of view, and investigate whether embedding the proposed characteristics into an educational tool enhances children’s learning. The main characteristics we identify are levels of difficulties, feedback from the current level, and graphical presentation. They were then embedded into a Java-based open source programme based on “Who wants to be a millionaire” TV show, with the aim of teaching children numeracy (level 5 New Zealand curriculum). Two versions were created: feature enriched game (FEG) with all the features enabled and feature devoid game (FDG) with no extra features. We present the results of an evaluation study done with primary school children (n = 120) over a period of two weeks. The effectiveness of the educational tool was measured using a pre-test and a post-test, as well as other indicators such as the frequency and duration of interaction. Results show that the FEG version was more effective in enhancing children’s learning and they found it more engaging.http://link.springer.com/article/10.1186/s40561-019-0085-2Designing educational toolComputer gameChildrenLearningEngagementGamification
collection DOAJ
language English
format Article
sources DOAJ
author Kalpana Nand
Nilufar Baghaei
John Casey
Bashar Barmada
Farhad Mehdipour
Hai-Ning Liang
spellingShingle Kalpana Nand
Nilufar Baghaei
John Casey
Bashar Barmada
Farhad Mehdipour
Hai-Ning Liang
Engaging children with educational content via Gamification
Smart Learning Environments
Designing educational tool
Computer game
Children
Learning
Engagement
Gamification
author_facet Kalpana Nand
Nilufar Baghaei
John Casey
Bashar Barmada
Farhad Mehdipour
Hai-Ning Liang
author_sort Kalpana Nand
title Engaging children with educational content via Gamification
title_short Engaging children with educational content via Gamification
title_full Engaging children with educational content via Gamification
title_fullStr Engaging children with educational content via Gamification
title_full_unstemmed Engaging children with educational content via Gamification
title_sort engaging children with educational content via gamification
publisher SpringerOpen
series Smart Learning Environments
issn 2196-7091
publishDate 2019-07-01
description Abstract Gamification is the application of game mechanisms in non-gaming environments with the objective of enhancing user experience. In this paper, we investigate the effectiveness of gamification in educational context, i.e. teaching numeracy at a primary school level. We study the appealing characteristics of engaging computer games from children’s point of view, and investigate whether embedding the proposed characteristics into an educational tool enhances children’s learning. The main characteristics we identify are levels of difficulties, feedback from the current level, and graphical presentation. They were then embedded into a Java-based open source programme based on “Who wants to be a millionaire” TV show, with the aim of teaching children numeracy (level 5 New Zealand curriculum). Two versions were created: feature enriched game (FEG) with all the features enabled and feature devoid game (FDG) with no extra features. We present the results of an evaluation study done with primary school children (n = 120) over a period of two weeks. The effectiveness of the educational tool was measured using a pre-test and a post-test, as well as other indicators such as the frequency and duration of interaction. Results show that the FEG version was more effective in enhancing children’s learning and they found it more engaging.
topic Designing educational tool
Computer game
Children
Learning
Engagement
Gamification
url http://link.springer.com/article/10.1186/s40561-019-0085-2
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