BAB 2 First
BAB 2 First
Gamification
1. Definition of Gamification in Education
Thus, gamification is not a product in the way that a (serious) game is;
gamification in the context of learning is a design process of adding game elements in
order to change existing learning processes (see Deterding et al. 2011; Landers et al.
2018).
Gamification can be useful for learning and instruction because it can promote
learner engagement. The fact that many educators face problems related to student
interest and engagement in their classrooms is not new to education. In the past,
educators have tried to use a variety of interventions, including the use of
motivational strategies. However, the effect of the intervention lasted for only a short
period of time. Due to its fun and playful nature, gamification can be a good solution
to help solve learner engagement and participation issues in the classroom. Kim et.al
(2018) Gamification in learning and education is a set of activities and processes to
solve problems related to learning and education by using or applying the game
mechanics.
To have a clearer understanding of the meaning of gamification in learning
and education, it is helpful to see the relationship between serious games and
gamification in learning and education (see Fig. 2.1).
Fig. 2.1 Relationship between serious games for learning and education and
gamification in learning and education.
Serious games for learning and education are games that are developed for the
purpose of achieving learning and education objectives in the real world. Game
players can learn while they are playing the game and have achieved the objectives
when they successfully complete the missions in the game. That is, the serious games,
with real-world problems, are implemented within games. On the other hand, the
purpose of gamification in learning and education is to create real-world environments
that support learning and problem-solving. It is implemented within the real world.
Fig. 2.2 Redefining the relationship between serious games and gamification in
learning and education.
2. Gamification Elements
Even so, there has yet to be an agreed list or framework in the literature
regarding which factors are game elements. There are three elements addressed by
gamification research: points, leader boards, and achievements/badges (Hamari et al.,
2014). First, points are used to give informal feedback and quantify the progress. The
leader board is a list to show players places to provide immediate feedback (Werbach
and Hunter, 2012). Lastly, badges symbolise expected outcomes for individuals
(Abramovich et al., 2013). They are used for various purposes, such as creating goals
and explanations, describing players with the same experiences, and giving them the
status to declare their rights (Antin & Churchill, 2011).
A game refers to a structured play with rules, goals and challenges for the
purpose of entertainment (Cheng et al., 2015). The term gamification first emerged in
2008 and gained increasing relevance since the 2010s (Deterding et al., 2011; Seaborn
& Fels, 2015). In contrast to games, gamification is characterized by its serious
purpose. Definitions of gamification vary and usually focus either on game elements
and mechanics or the process of gaming and gameful experiences in serious contexts.
Deterding et al. (2011, p. 11) define gamification as the “use of game elements in
non-game contexts”. Game elements are, for example, levels, points, badges,
leaderboards, avatars, quests, social graphs, or certificates (Zainuddin et al., 2020).
Kapp et al. (2014, p. 54) highlight the usage of “game-based mechanics, aesthetics,
and game-thinking to engage people, motivate action, promote learning, and solve
problems”.
Beyond education, serious games (Abt, 1970) are games intended for a variety of
serious purposes, for example in industry, training, or stimulation (Alsawaier, 2018; Connolly
et al., 2012). Even though serious games and game-based learning differ from gamification
because they are full-featured games (Deterding et al., 2011), while gamification as a broader
concept only utilizes components of games and applies them to the real environment, all
concepts share the idea of using positive gameful experiences for the sake of a serious
purpose, for example, education or behavior change, rather than focusing on entertainment.