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Will inducing educational games in virtual learning environments enhance students’ engagement?

Research output: Contribution to conferenceAbstract

Abstract

Background
Gamifications refer to the use of a games and game-based action for people involvement,
motivation and supporting learning processes (Chaudhary, 2010; Kapp, 2012). Gamification
is still in its early crawling phase and neither supportive nor satisfactory evidence on its
beneficiary for educational programs (Dichev & Dicheva, 2017). This action research was
conducted to plan for using games (teaching intervention) in medical education modules
delivered online. Students as research partners; their views points will be used as guide for
further development of educational games in VLE.
Summary Of Work
A survey has been used to assess students’ perception of the need of gamification on
boards and their effectiveness. Semi structured interviews (students) and focus group
(staff) were designed to have more in-depth information. The latter designed to discuss
with module leads their viewpoints concerning gamifications, the possible benefits,
anticipated challenges, and any suggestions for future games design.
Summary Of Results
Our participants have linked their motivation to competition elements of gaming, either
being ranked among peers or having a higher score: “Students thinking, they are better than
others because of competitive nature. Some may not cope well with the competitive
environment”
Our participants agree that gamification will help them to become more ambitious for
success, increase their confidence and allow them to see their achievements and weak
areas requiring improvement.
Discussion And Conclusion
There are many reported challenges linked to application of gamification, apart from the
design of gamification, which is not the concern of the current study.
Although competition reported to motivate students in general, this doesn’t seem to be the
case when discussing gender differences. Some studies reported that ranking in
educational games adversely affects women and may decrease their motivation (Hanus
and Fox, 2015). An interesting finding was reporting adverse effect of ranking on extroverted
students (Smiderle et al, 2020).
Gamification is a double-edged sword, if not properly used, it will lead to reversible
outcomes.
Take Home Messages
• Gamifications were linked with positive outcomes.
• There is limited research on gamifications benefits in educational settings, and limited
evidence on designing motivational activities.
• There is a need for further research to support these findings
Original languageEnglish
Pages849-850
Number of pages2
Publication statusPublished - Dec 2023
EventAMEE Conference, 2023 - Glasgow, United Kingdom
Duration: 26 Aug 202330 Aug 2023
https://amee.org/a-legacy-of-inspiration/

Conference

ConferenceAMEE Conference, 2023
Country/TerritoryUnited Kingdom
CityGlasgow
Period26/08/2330/08/23
Internet address

Keywords

  • Technology enhanced laerning
  • gamification
  • studnets' engagemnt

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