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...
Main Authors: | , , , , , |
---|---|
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 |
id |
doaj-356ba6a6f2e64541b4c98100e1db27f7 |
---|---|
record_format |
Article |
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 |
work_keys_str_mv |
AT kalpananand engagingchildrenwitheducationalcontentviagamification AT nilufarbaghaei engagingchildrenwitheducationalcontentviagamification AT johncasey engagingchildrenwitheducationalcontentviagamification AT basharbarmada engagingchildrenwitheducationalcontentviagamification AT farhadmehdipour engagingchildrenwitheducationalcontentviagamification AT hainingliang engagingchildrenwitheducationalcontentviagamification |
_version_ |
1724562828068651008 |