Gamification and e-learning: study of a university context for the adaptation of the design

Gamification, applied to educational contexts, can increase the motivation and engagement of students. First analysis of the bibliography tells that there is not enough research done in this topic, and there are few guidelines marked to implement gamification. This work aims to generate hypotheses t...

Full description

Bibliographic Details
Main Authors: Mario Germán Almonte Moreno, Javier Bravo Agapito
Format: Article
Language:English
Published: Centro de Estudios Financieros 2016-05-01
Series:Tecnología, Ciencia y Educación
Subjects:
Online Access:http://tecnologia-ciencia-educacion.com/index.php/TCE/article/view/78/76
Description
Summary:Gamification, applied to educational contexts, can increase the motivation and engagement of students. First analysis of the bibliography tells that there is not enough research done in this topic, and there are few guidelines marked to implement gamification. This work aims to generate hypotheses that guide the design of a future pilot study in e-learning high education. Students and teachers from the Master of Education and New Technologies at the Madrid Open University (UDIMA) have been tested. The methodology includes qualitative and quantitative aspects and two different on-line questionnaires. Student’s questionnaire included a translation of the BrainHex test. Conclusions about the gamification characteristics which are more suitable in this e-learning high education context are generated using these results and through a review of existing research: related to the acceptance of gamification by students and teachers; related to the type of gamification elements that are more suitable for use in the context at the UDIMA and related to aspects or behaviors that need to be changed through the motivation of students.
ISSN:2444-250X
2444-2887