Weitere Artikel dieser Ausgabe durch Wischen aufrufen
Learner’s motivation difficulties are recognized as a problem in diverse educational scenarios, reaching up to university degrees. Among other techniques that are often applied by instructors to counteract this issue, those related to the use of gaming elements seem to very promising. In this context, considering the use of game-like properties in learning scenarios, known as gamification, has received increasing interest by academia in recent years. However, its application in higher education can be challenging, due to some unwanted effects caused by the lack of proven design methodologies have been detected. Choosing the adequate formal process for gamification design has become an important success requirement. This work presents a systematic review of the gamification design frameworks discussed in the literature, providing a useful resource to educational practitioners as well as gamification designers and researchers. A total of 2314 unique works are initially recorded, based on queries in databases, libraries, journals and search engines. After applying a systematic filtering process, a definitive list of 40 works is more closely analysed. Next to review over relevant literature, an assessment of the main features found in the discussed approaches is given, while also categorizing them according to their main application field and its suitability in higher educational environments.
Bitte loggen Sie sich ein, um Zugang zu diesem Inhalt zu erhalten
Sie möchten Zugang zu diesem Inhalt erhalten? Dann informieren Sie sich jetzt über unsere Produkte:
Almarshedi, A., Wills, G., Wanick, V., & Ranchhod, A. (2015). SGI: A framework for increasing the sustainability of gamification impact. International Journal for Infonomics, 8(1/2), 1044–1052. CrossRef
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19.
Brathwaite, B., & Schreiber, I. (2009). Challenges for game designers. Boston, MA: Charles River Media.
Brito, J., Vieira, V., & Duran, A. (2015). Towards a framework for gamification design on crowdsourcing systems: The GAME approach. In Proceeding of the 12th international conference on information technology— new generations (pp. 445–450). Las Vegas, NV: IEEE. doi: 10.1109/ITNG.2015.78.
Broer, J. (2014). Gamification and the trough of disillusionment. In A. Butz, M. Koch, & J. Schlichter (Eds.), Mensch & Computer 2014—Workshop band (pp. 389–395). Berlin: De Gruyter Oldenbourg.
Burke, B. (2014). Gamify: How gamification motivates people to do extraordinary things. Brookline, MA: Bibliomotion.
Caillois, R. (2001). Man, play, and games. Urbana: University of Illinois Press.
Charles, D., & McDonough, S. (2014). A participatory design framework for the gamification of rehabilitation systems. In: P. M. Sharkey, L. Pareto, J. Broeren & M. Rydmark (Eds.), Proceedings of the 10th international conference on disability, virtual reality & associated technologies. Gothenburg, Sweden (pp. 293–296). Reading: ICDVRAT.
Chelimsky, D., Astels, D., Helmkamp, B., & North, D. (2010). The RSpec book: Behaviour driven development with Rspec, Cucumber, and friends. Frisco, TX: Pragmatic Bookshelf.
Chou, Y.-K. (2015). Actionable gamification : Beyond points, badges, and leaderboards. Fremont: Octalysis Media.
Conley, K., & Donaldson, C. (2015). Gamification: The measurement of benefits. In T. Reiners & L. C. Wood (Eds.), Gamification in education and business (pp. 673–688). Berlin: Springer. doi: 10.1007/978-3-319-10208-5.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–25). (MindTrek’11). New York, NY: ACM Press. doi: 10.1145/2181037.2181040.
DiTommaso, D. (2011). Beyond gamification: Architecting engagement through game design thinking. Retrieved February 9, 2015, from http://www.slideshare.net/DiTommaso/beyond-gamification-architecting-engagement-through-game-design-thinking.
Fitz-Walter, Z. J. (2015). Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices. School of Information Systems; Science & Engineering Faculty. Queensland University of Technology, Brisbane. Ph.D. thesis.
Francisco-Aparicio, A., Gutiérrez-Vela, F. L., Isla-Montes, J. L., & Sanchez, J. L. G. (2013). Gamification: Analysis and application. In New trends in interaction, virtual reality and modeling (pp. 113–126). Springer London. doi: 10.1007/978-1-4471-5445-7_9.
Gartner. (2013). Gartner’s 2013 hype cycle for emerging technologies maps out evolving relationship between humans and machines. Retrieved January 20, 2015, from http://www.gartner.com/newsroom/id/2575515.
Gartner. (2014). Gartner’s 2014 hype cycle for emerging technologies maps the journey to digital business. Retrieved January 20, 2015, from http://www.gartner.com/newsroom/id/2819918.
Gears, D., & Braun, K. (2013). Gamification in business: Designing motivating solutions to problem situations. In Proceedings of the CHI 2013 workshop “Designing gamification: Creating gameful and playful experiences” (pp. 3263–3266). France: Université Paris-Dauphine Paris. New York, NY: ACM. doi: 10.1145/2468356.2479662.
Gothelf, J., & Seiden, J. (2013). Lean UX: Applying lean principles to improve user experience. Beijing: O’Reilly Media, Ed.
Harms, J., Wimmer, C., Kappel, K., & Grechenig, T. (2014). Gamification of online surveys: Conceptual foundations and a design process based on the MDA Framework. In Proceedings of the 8th Nordic conference on human– computer interaction: Fun, fast, foundational. Helsinki, Finland (pp. 565–568). New York, NY: ACM. doi: 10.1145/2639189.2639230.
Herzig, P. (2014). Gamification as a service. Technische Universität Dresden, Dresden, Ph.D. Thesis.
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In D. Fu & J. Orkin (Eds.) Proceedings of the challenges in Game AI Workshop, nineteenth national conference on artificial intelligence, San Jose, California (p. 4). Menlo Park, CA: AAAI Press.
Jacobs, H. (2013). Gamification: A framework for the workplace. University of Liverpool, Liverpool. Ph.D. dissertation.
Jiménez, S. (2013). Gamification model canvas. Retrieved January 5, 2015, from http://www.gameonlab.es/canvas/.
Johnson, L., Becker, S., Estrada, V., & Freeman, A. (2014). The NMC Horizon Report: 2014 (Library ed.). Austin, TX: New Media Consortium.
Julius, K., & Salo, J. (2013). Designing gamification. Marketing. University of Oulu, Oulu. Master’s Thesis.
Kapp, K. (2014). The gamification of learning and instruction fieldbook: Ideas into practice. San Francisco, CA: Wiley.
Kappen, D. L. D., & Nacke, L. E. (2013). The kaleidoscope of effective gamification: Deconstructing gamification in business applications. In 1st international conference on gameful design, research, and applications, gamification 2013 (pp. 119–122). New York, NY: ACM. doi: 10.1145/2583008.2583029.
Klock, A., & da Cunha, L. (2015). Gamification in e-learning systems: A conceptual model to engage students and its application in an adaptive e-learning system. In Learning and collaboration technologies (Vol. 9192, pp. 595–607). Berlin: Springer. doi: 10.1007/978-3-319-20609-7_56.
Kotini, I., & Tzelepi, S. (2015). A gamification-based framework for developing learning activities of computational thinking. Gamification in Education and Business. doi: 10.1007/978-3-319-10208-5.
Kumar, J. (2013). Gamification at work: Designing engaging business software. In Design, user experience, and usability. Health, learning, playing, cultural, and cross- cultural user experience (Vol. 8013, pp. 528–537). Berlin: Springer. doi: 10.1007/978-3-642-39241-2_58.
Li, C. (2014). Evaluation of a theoretical model for gamification in workplace IS context. University of British Columbia, Vancouver. Doctoral dissertation.
Liu, Y., Alexandrova, T., & Nakajima, T. (2011). Gamifying intelligent environments. In Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces, Scottsdale, AZ. (pp. 7–12). New York, NY: ACM. doi: 10.1145/2072652.2072655.
Liu, D., & Santhanam, R. (2015). Towards meaningful engagement: Gamification designs for gameful interaction with information systems. SSRN Electronic Journal, 8(2), 128–140. doi: 10.2139/ssrn.2521283.
Manrique, V. (2013). Gamification design framework: The SMA model. Retrieved January 20, 2015, from http://www.gamasutra.com/blogs/VictorManrique/20130618/194563/Gamification_Design_Framework_The_SMA_Model.php.
Marache-Francisco, C., & Brangier, E. (2013). Process of gamification. From the consideration of gamification to its practical implementation. In Proceeding of the CENTRIC 2013: The sixth international conference on advances in human oriented and personalized mechanisms, technologies, and services, Venice, Italy (pp. 126–131). IARIA XPS Press.
Marczewski, A. (2013). Gamification: A simple introduction. Raleigh: Lulu.
Marczewski, A. (2014). Gamification design vs game design. Retrieved February 1, 2015, from http://www.gamified.uk/2014/03/25/gamification-design-vs-game-design/.
Merino de Paz, B. (2013). Gamification: A tool to improve sustainability efforts. University of Manchester, Manchester. Master’s Thesis.
Mora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015). A literature review of gamification design frameworks. In Proceedings of 7th international conference on games and virtual worlds for serious applications (VS- Games), Skövde, Sweden (pp. 1–8). IEEE. doi: 10.1109/VS-GAMES.2015.7295760.
Mora, A., Zaharias, P., González, C., & Arnedo-Moreno, J. (2016). FRAGGLE: A FRamework for AGile Gamification of Learning Experiences, Rome, Italy (pp. 530–539). Berlin: Springer. doi: 10.1007/978-3-319-40216-1_57.
Nah, F.-H., Telaprolu, V., Rallapalli, S., & Venkata, P. (2013). Gamification of education using computer games. In S. Yamamoto (Ed.), Human interface and the management of information. Information and interaction for learning, culture, collaboration and business. JOUR, Springer Berlin Heidelberg. doi: 10.1007/978-3-642-39226-9_12.
Neeli, B. K. (2015). Gamification in the enterprise: Differences from consumer market, implications, and a method to manage them. In Gamification in education and business (pp. 489–511). Cham: Springer. doi: 10.1007/978-3-319-10208-5_25.
Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In Games + Learning + Society 8.0 Conference Proceedings, Madison, WI (pp. 223–230). Pittsburgh, PA: ETC Press.
O’Donovan, S., Gain, J., & Marais, P. (2013). A case study in the gamification of a university-level games development course. In P. Machanick & M. Tsietsi (Eds.), Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, East London, South Africa (pp. 242–251). New York, NY: ACM. doi: 10.1145/2513456.2513469.
Osterwalder, A., & Pigneur, Y. (2010). Business model generation: A handbook for visionaries, game changers, and challengers. Hoboken, NJ: Wiley.
Pelling, N. (2011). The (Short) prehistory of gamification. Funding Startups (& Other Impossibilities). Retrieved January 20, 2015, from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/.
Pink, D. (2011). Drive: The surprising truth about what motivates us. New York: Penguin Books.
Popa, D. M. (2013). Gamification of productivity software: A user- centered design approach. University of Copenhagen, Copenhagen. Master’s Thesis.
Reeves, B., & Read, J. (2009). Total engagement: How games and virtual worlds are changing the way people work and businesses compete. Boston, MA: Harvard Business Review Press.
Rojas, D., Kapralos, B., & Dubrowski, A. (2014). Gamification for internet based learning in health professions education. In Proceedings of the 14th IEEE international conference on advanced learning technologies, ICALT 2014, Athens, Greece (pp. 281–282). IEEE Computer Society. doi: 10.1109/ICALT.2014.87.
Ruhi, U. (2015). Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification. Technology Innovation Management Review, 5(8), 5–16.
Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. CrossRef
Sakamoto, M., Nakajima, T., & Alexandrova, T. (2012). Value-based design for gamifying daily activities. In 11th international conference on entertainment computing, ICEC 2012, Bremen, Germany (Vol. 7522, pp. 421–424). Springer International Publishing. doi: 10.1007/978-3-642-33542-6_43.
Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. Cambridge, Ma: The MIT Press.
Schell, J. (2008). The art of game design: A book of lenses. Burlington, MA: Elsevier Inc.
Schönen, R. (2014). Gamification in change management processes. Munich University, Munich. Bachelor Thesis.
Shahri, A., Hosseini, M., Phalp, K., Taylor, J., & Ali, R. (2014). Towards a code of ethics for gamification at enterprise. In The practice of enterprise modeling: 7th IFIP WG 8.1 Working Conference, PoEM 2014, Manchester, UK (Vol. 197, pp. 235–245). Berlin: Springer. doi: 10.1007/978-3-662-45501-2_17.
Tuunanen, J., & Hamari, J. (2012). Meta-synthesis of player typologies. In Proceedings of Nordic Digra 2012 conference: Local and global— Games in culture and society, Tampere, Finland (Vol 10). Digital Games Research Association DiGRA.
Tzouvara, K., & Zaharias, P. (2013). Towards a framework for applying Gamification in Education. In 7th international conference in open and distance learning (ICODL 2013) Athens, Greece.
Vargas-Enríquez, J., García-Mundo, L., Genero, M., & Piattini, M. (2015). Análisis de uso de la gamificación en la enseñanza de la informática. Actas de las XXI Jornadas de la Enseñanza Universitaria de la Informática, Andorra La Vella, Andorra (pp. 105–112). JENUI.
Versteeg, M. (2013). Ethics & Gamification design: A moral framework for taking responsibility. Utrech University, Utrecht. Master’s thesis.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia, PA: Wharton Digital Press.
Wongso, O., Rosmansyah, Y., & Bandung, Y. (2015). Gamification framework model, based on social engagement in e-learning 2.0. In Proccedings of the 2nd international conference on technology, informatics, management, engineering and environment (TIME 2014), Bandung, Indonesia (pp. 10–14). IEEE. doi: 10.1109/TIME-E.2014.7011583.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol, CA: O’Reilly Media Inc.
- Gamification: a systematic review of design frameworks
- Springer US
Neuer Inhalt/© ITandMEDIA