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Original scientific paper

https://doi.org/10.24138/jcomss-2024-0111

Gamification Classification as a Framework for Analysing Gamification Elements in Digital Educational Tools

Ana Vrcelj Božić orcid id orcid.org/0000-0002-9687-6909 ; University of Rijeka, Faculty of Informatics and Digital Technologies, Croatia *
Nataša Hoić-Božić orcid id orcid.org/0000-0002-9822-0313 ; University of Rijeka, Faculty of Informatics and Digital Technologies, Croatia
Martina Holenko Dlab orcid id orcid.org/0000-0003-4550-9268 ; University of Rijeka, Faculty of Informatics and Digital Technologies, Croatia
Kristian Stančin orcid id orcid.org/0000-0001-8048-9026 ; University of Rijeka, Faculty of Informatics and Digital Technologies, Croatia
Tomislav Jagušt orcid id orcid.org/0000-0001-7878-0455 ; University of Zagreb, Faculty of Electrical Engineering and Computing, Croatia

* Corresponding author.


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Abstract

Gamification is increasingly being adopted in education as a means to enhance student motivation. Compared to game-based learning (GBL), this approach is more suitable for use in the classroom as it does not require the development of specialised educational games. Instead, gamification can be achieved by incorporating game design elements that are available through widely accessible digital gamification tools. However, the selection of suitable tools and their gamification elements remains a challenge for teachers. This paper introduces a new classification for gamification and demonstrates its application in the evaluation of popular digital gamification tools. By examining the characteristics of these tools, the classification not only helps teachers to select suitable tools, but also enables them to evaluate other tools independently. This classification represents an initial step toward the development of a technological-pedagogical framework for designing and implementing gamified activities in schools. In addition, a survey was conducted among a group of computer science teachers to find out which gamification elements they, as experts, consider most important for the use of gamification in the classroom. The elements that are best suited for inclusion in gamification tools were filtered out and it is planned to implement them in the future proprietary gamification applications.

Keywords

gamification in education; digital tools for gamification; MDA framework; gamification classification

Hrčak ID:

330880

URI

https://hrcak.srce.hr/330880

Publication date:

31.3.2025.

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