• Title/Summary/Keyword: Gamification Theories

Search Result 4, Processing Time 0.009 seconds

Theories, Strategies and Elements of Gamified MOOCs: A Systematic Literature Review

  • Alexandros Papadimitriou
    • Asia pacific journal of information systems
    • /
    • v.34 no.1
    • /
    • pp.248-291
    • /
    • 2024
  • A few years before, MOOCs appeared and developed at a rapid pace. Various MOOC methods, theories, strategies, elements, and techniques were used to improve distance education. In their development, their weaknesses like dropout, low participation, low completion rate, low engagement, and others have emerged that are addressed by recent studies including that of gamified and adaptive gamified MOOCs. This article presents the most important theories, strategies, and elements used in gamification and their usefulness and contribution to MOOCs, with the ultimate goal of proving rich information to researchers, application designers, and practitioners of gamified and adaptive gamified MOOCs.

Gamification Development Methodology - Design and Comparative Analysis of 4F Process (게이미피케이션 개발 방법론 - 4F Process 설계 및 비교 분석)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Digital Contents Society
    • /
    • v.19 no.6
    • /
    • pp.1131-1144
    • /
    • 2018
  • The Purpose of this study is to propose 4F Process, which is one of the development methodology of the gamification. For the effectiveness analysis of the 4F Process, game and gamification related theories are applied and conducted comparative analysis with the published gamification development methodology. This studies results show that the 4F Process is a relatively high level of perfection of gamification development methodology than eight of published methodologies by found out this study team. But, there was a complementary point in the 4F Process. Based on results of this study, this study mentioned the pros and coms of the 4F Process and suggested the step-by-step guideline as a necessary element for the gamification development methodology.

An Analysis of Player Types using Data Clustering in Gamification (데이터 클러스터링을 활용한 게이미피케이션 환경에서의 플레이어 유형 분석)

  • Park, Sungjin;Kang, Bumsoo;Kim, Sungsoo;Kim, Sangkyun
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.77-88
    • /
    • 2017
  • The purpose of this study is to compare existing player type theories using data clustering. For the study, 235 result data of the gamified class in second semester of A university at 2016 used. This study applied K-means and Silhouette to decide the appropriate number of clusters. The player types applied in this study are Bartle's 2-D and 3-D player types, Ferro's five types, and BrainHex. According to the results, Bartle's 2D player type was found to be the best in perspective of data clustering. This study also analyzed the distribution of characteristics for each player types. The results of this study are expected to have an impact on player analysis, which is used in the application of gamification or in the development process.

Development of a STEAM Program to Learn the Principles of Quantum Mechanics by applying the Gamification Mechanism (게이미피케이션 메카니즘을 적용한 양자역학 원리를 배우는 STEAM 프로그램 개발)

  • Ko, Daehoon;Park, Namje
    • Journal of The Korean Association of Information Education
    • /
    • v.20 no.5
    • /
    • pp.507-518
    • /
    • 2016
  • In this paper, in order to offer the opportunity to indirectly experience STEAM education and the profession of a quantum computer professional, one of computer experts as a promising occupation of the future, its correlation to the national curriculum was analyzed. STEAM educational program in this paper was developed through which the third or fourth graders in elementary schools can learn about a quantum computer expert and think about it in relevance to their future careers. Yet, it's almost impossible for the students to understand the basic theories of quantum computer based on quantum mechanics, one of most difficult areas of physics. Accordingly, in this proposed textbook, gamification mechanism was applied to arouse students' interest. Moreover, the textbook was developed and applied to the field directly in the way that students would be able to indirectly experience quantum spin, one of most basic principles of quantum computer, quantum cryptography related to quantum computer, incomplete quantum computer and etc. The STEAM educational program for future careers offered in this research is expected to create positive effects for students to explore careers relevant to IT, and to develop related qualities.