TECHNICAL INFRASTRUCTURE AND TOOLS FOR GAMIFICATION IN EDUCATION

Authors

  • Martin Kiselicki Faculty of Economics – Skopje, University Ss. Cyril & Methodius, North Macedonia
  • Kalina Trenevska Blagoeva Faculty of Economics – Skopje, University Ss. Cyril & Methodius, North Macedonia
  • Marina Mijoska Belshoska Faculty of Economics – Skopje, University Ss. Cyril & Methodius, North Macedonia
  • Tea Josimovska Institute of Economics – Skopje, University Ss. Cyril & Methodius, North Macedonia

DOI:

https://doi.org/10.35120/kij6001061k

Keywords:

Gamification, ICT Platforms, ICT Tools, Technical infrastructure

Abstract

The academic research examines the incorporation of gamification in the context of higher education, with a focus on its importance, factors to consider during implementation, and the impact of Information and Communication Technology (ICT) platforms on improving the educational process. The utilization of game components and concepts in non-game contexts, sometimes referred to as gamification, is a potentially effective strategy for fostering student engagement and motivation within the contemporary higher education environment. The initial segment of the paper examines the significance of gamification within the context of higher education, emphasizing its capacity to facilitate active learning, enhance student engagement, and optimize information retention. Acknowledging the necessity for a clear methodology, this study underscores the significance of careful planning, congruence with educational goals, and transparent articulation of anticipated outcomes in order to optimize the advantages derived from gamified educational encounters. The subsequent section examines the essential factors to be taken into account while implementing gamification, including but not limited to mobile compatibility, data security and privacy, analytics, and technical assistance. These characteristics are crucial in guaranteeing the achievement and long-term viability of gamification projects in educational institutions. A comprehensive examination of notable information and communication technology (ICT) platforms utilized for gamification purposes is performed, specifically emphasizing "Classcraft," a gamification platform designed specifically for educational contexts. Classcraft offers a range of customized features, real-time tracking capabilities, and seamless connection with learning management systems, rendering it an appealing tool for instructors seeking to establish immersive and captivating learning environments. The available research indicates that the utilization of Classcraft has a beneficial effect on student involvement, motivation, and academic achievement. In summary, the strategic incorporation of gamification inside information and communication technology (ICT) platforms such as Classcraft holds the promise of revolutionizing higher education through the enhancement of dynamic and engaging learning experiences. The optimal utilization and strict adherence to established guidelines are crucial in order to fully leverage the educational benefits of gamification, hence augmenting the overall standard of education in the era of digital advancements.

References

Abuhamdieh, M., El-Hajj, R., & Basir, N. (2021). Gamification in computer science education: A systematic review. Education and Information Technologies, 26(2), 1343-1369. doi: 10.1007/s10639-020-10344-3

Anderson, A., Huttenlocher, D., Kleinberg, J., & Leskovec, J. (2014). Engaging with massive online courses. Proceedings of the 23rd international conference on World wide web.

Aydin, İ. E., & Turkoglu, İ. (2019). An evaluation of Prodigy Game in terms of its contribution to mathematics learning. Journal of Educational Technology & Society, 22(4), 1-10.

Banfield, J., & Wilkins, J. L. (2014). Socrative and student engagement: Using social media to support learning. Journal of Educational Technology Development and Exchange, 7(1), 1-14.

Bolkan, J. (2018). ClassDojo gamifies classroom management. EdTech Magazine. Retrieved from https://www.edtechmagazine.com/k12/article/2018/01/classdojo-gamifies-classroom-management

Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. European Conference on Games Based Learning, Vol. 1.

Carr, S., Bursic, K., & Anderson, A. (2017). The effectiveness of Quizlet as a study tool for Chinese language learners. Journal of Educational Technology Development and Exchange, 10(1), 1-14. doi: 10.18785/jetde.1001.01

Chahal, Kavita. (2021). Features of Learning Management Systems (LMS) for Improving Teaching and Learning. Journal of Interdisciplinary Cycle Research. 13. 192-206.

Colaric, S. J., et al. (2019). Gamifying the classroom: Examining the impact of Classcraft on student collaboration. Journal of Research on Technology in Education, 51(2), 136–149. doi: 10.1080/15391523.2019.1589317

Collier, W., & Birch, S. (2018). Enhancing student engagement using Kahoot! Journal of Political Science Education, 14(2), 223-232.

Dankbaar, M. E. W., Alkema, J., van Merrienboer, J. J. G., & van Saase, J. L. C. M. (2016). An experimental study on the effects of a simulation game on students' clinical cognitive skills and motivation. Advances in Health Sciences Education, 21(3), 505-521. doi: 10.1007/s10459-015-9644-4

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments.

Disch, J.-M., et al. (2019). Classcraft and student motivation: An analysis of gamified learning. Journal of Educational Psychology, 111(5), 901–914. doi: 10.1037/edu0000366

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii international conference on system sciences.

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.

ITU (2012), Measuring the Information Society, CH-1211, Geneva Switzerland, ISBN 978-92-61-14071-7

Kafai, Y. B., & Burke, Q. (2019). Minecraft in the classroom: How video games are teaching our kids. Teachers College Press.

Kapp, K. M. (2012), “Games, Gamification, and the Quest for Learner Engagement” T+D, 66(6), pp. 64-68.

Kootbally, Z., & Aitken, J. M. (2021). Gamifying the classroom: The impact of gamification on student motivation and engagement in higher education. Journal of Education and Learning, 10(1), 199-215.

Kuznekoff, J. H., & Rose, L. C. (2018). Gaming the classroom: Applying Fortnite practices to increase student engagement. Journal of Political Science Education, 14(4), 628-638.

Martí-Parreño, J., Alonso-Fernández, J. L., & Fernández-Manzano, E. (2019). Design and Validation of a Gamification-Based Learning Model in Higher Education. Journal of Computer Assisted Learning, 35(1), 97-106.

Oosterom-Calo, R., van der Meijden, H., & Admiraal, W. (2018). Minecraft in education: effects on creativity, problem solving, and collaboration. Journal of Educational Technology & Society, 21(3), 254-266.

Orhan, F., & Tosuncuoglu, I. (2016). Gamifying learning experiences: Practical implications and outcomes. Contemporary Educational Technology, 7(4), 306-318.

Sanchez-Mena, Antonio & Marti-Parreño, José. (2016). Gamification in Higher Education: Teachers’ Drivers and Barriers.

Schneider, E. F., Lang, A., Shin, M., Bradley, S. D., & Kang, H. (2020). An exploratory study of Prodigy Math Game and its impact on student mathematics motivation, efficacy, and achievement. Journal of Educational Computing Research, 57(1), 34-59.

Shaffer, D. W., & Vygotsky, J. (2019). Why games work and the science of learning. Educational Researcher, 48(2), 69-78. doi: 10.3102/0013189X19828452

Steiner, K. M., & Bos, N. (2018). How gaming and homework can mix: A blended approach to teaching quadratic functions. Journal of Mathematics Education, 11(1), 51-62. doi: 10.5951/jme.11.1.0051

Ting, C. Y., Shih, J. L., & Chen, C. J. (2020). A gamification approach for enhancing motivation and engagement in learning. Interactive Learning Environments, 28(3), 302-314.

Ting, C. Y., Shih, J. L., & Chen, C. J. (2020). A gamification approach for enhancing motivation and engagement in learning. Interactive Learning Environments, 28(3), 302-314.

Tucker, C. (2018). Five reasons to use Quizziz in your classroom. EdTech Magazine. Retrieved from https://www.edtechmagazine.com/k12/article/2018/09/five-reasons-use-quizziz-your-classroom

Viberg, O., & Grönlund, Å. (2017). Gamification in education: A review of the literature. Journal of Educational Technology & Society, 20(1), 252-264.

Watson, W. R., & Watson, S. L. (2007). An argument for clarity: what are learning management systems, what are they not, and what should they become? TechTrends, 51(2), 28-34.

Weller, M. (2007). The distance from isolation: Why communities are the logical conclusion in e-learning. Computers & Education, 49(2), 148-159.

Yang, X., & Chen, X. (2020). An Empirical Study on the Application of Kahoot! in College English Vocabulary Teaching. Journal of Language Teaching and Research, 11(2), 153-161

Downloads

Published

2023-09-30

How to Cite

Kiselicki, M., Trenevska Blagoeva, K., Mijoska Belshoska, M., & Josimovska, T. (2023). TECHNICAL INFRASTRUCTURE AND TOOLS FOR GAMIFICATION IN EDUCATION. KNOWLEDGE - International Journal , 60(1), 61–68. https://doi.org/10.35120/kij6001061k

Most read articles by the same author(s)

1 2 > >>