Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers

Detalhes bibliográficos
Autor(a) principal: Araújo, Inês
Data de Publicação: 2022
Outros Autores: Carvalho, Ana Amélia
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10316/100478
https://doi.org/10.3390/educsci12030191
Resumo: Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers’ implementation of gamification? These questions were addressed through a case study, and data were collected along the four phases of a teachers’ training course. The first phase approached the gamification concept, the Octalysis Framework, the types of gamification, and digital tools. The second phase focused on planning the gamification activity, the third one on implementing it with their students in school, and the fourth phase on sharing and reflecting on their experience. It was possible to identify enablers and difficulties that influenced the planning, such as personal background, time available, and technical conditions in the classroom. Most teachers opted for a platform with digital tools that allowed them to apply all the desired features to their gamified activities. The most complex gamified activities were related to the teacher’s gaming experience, use of digital tools, and risk-taking.
id RCAP_f0839da768d45371ea2d0b9a04e6cab8
oai_identifier_str oai:estudogeral.uc.pt:10316/100478
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling Enablers and Difficulties in the Implementation of Gamification: A Case Study with TeachersgamificationOctalysis Frameworkeducationteacher trainingAlthough there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers’ implementation of gamification? These questions were addressed through a case study, and data were collected along the four phases of a teachers’ training course. The first phase approached the gamification concept, the Octalysis Framework, the types of gamification, and digital tools. The second phase focused on planning the gamification activity, the third one on implementing it with their students in school, and the fourth phase on sharing and reflecting on their experience. It was possible to identify enablers and difficulties that influenced the planning, such as personal background, time available, and technical conditions in the classroom. Most teachers opted for a platform with digital tools that allowed them to apply all the desired features to their gamified activities. The most complex gamified activities were related to the teacher’s gaming experience, use of digital tools, and risk-taking.2022info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/10316/100478http://hdl.handle.net/10316/100478https://doi.org/10.3390/educsci12030191eng2227-7102Araújo, InêsCarvalho, Ana Améliainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-06-22T20:32:09Zoai:estudogeral.uc.pt:10316/100478Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T21:17:51.457800Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
title Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
spellingShingle Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
Araújo, Inês
gamification
Octalysis Framework
education
teacher training
title_short Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
title_full Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
title_fullStr Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
title_full_unstemmed Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
title_sort Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
author Araújo, Inês
author_facet Araújo, Inês
Carvalho, Ana Amélia
author_role author
author2 Carvalho, Ana Amélia
author2_role author
dc.contributor.author.fl_str_mv Araújo, Inês
Carvalho, Ana Amélia
dc.subject.por.fl_str_mv gamification
Octalysis Framework
education
teacher training
topic gamification
Octalysis Framework
education
teacher training
description Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers’ implementation of gamification? These questions were addressed through a case study, and data were collected along the four phases of a teachers’ training course. The first phase approached the gamification concept, the Octalysis Framework, the types of gamification, and digital tools. The second phase focused on planning the gamification activity, the third one on implementing it with their students in school, and the fourth phase on sharing and reflecting on their experience. It was possible to identify enablers and difficulties that influenced the planning, such as personal background, time available, and technical conditions in the classroom. Most teachers opted for a platform with digital tools that allowed them to apply all the desired features to their gamified activities. The most complex gamified activities were related to the teacher’s gaming experience, use of digital tools, and risk-taking.
publishDate 2022
dc.date.none.fl_str_mv 2022
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10316/100478
http://hdl.handle.net/10316/100478
https://doi.org/10.3390/educsci12030191
url http://hdl.handle.net/10316/100478
https://doi.org/10.3390/educsci12030191
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2227-7102
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv
_version_ 1799134074257801216