Da Silva Junior Et Al 2025 Gamification 2 0 Gamifying An Entire Introductory Organic Chemistry Course Again
Da Silva Junior Et Al 2025 Gamification 2 0 Gamifying An Entire Introductory Organic Chemistry Course Again
pubs.acs.org/jchemeduc Article
ABSTRACT: After analyzing the students’ opinions and performances obtained in the
previous Gamification 1.0 implemented in 2021, as well as our self-evaluation, we propose a
new set of mechanics, dynamics, and aesthetics that were the basis of a new gamification�
Gamification 2.0. This article outlines this new gamification process for a Brazilian
Downloaded via 87.223.95.15 on March 31, 2025 at 19:05:38 (UTC).
university’s entire Introductory Organic Chemistry course. Its main difference from
Gamification 1.0 is related to the student assessment strategy, whose course averages are
now obtained exclusively from the total points (XPs) obtained in each gamification dynamic.
The paper also describes how we implemented these new solutions over two semesters
(2023.2 and 2024.1) in the Chemistry and Pharmacy courses as an active didactic strategy
that uses game thinking, gameplay mechanics, and game elements in nongame contexts to
engage students and enhance their knowledge of organic chemistry.
■ INTRODUCTION
Gamification has attracted great interest in recent decades due
Later, after analyzing the students’ opinions and perform-
ances and our self-evaluation, we realized that we could obtain
to its potential influence on improving user engagement and better results by designing a new set of mechanics, dynamics,
enjoyment.1 It is a method where different game strategies and and aesthetics to achieve higher student engagement. Then, we
mechanics are employed in nongame contexts to promote developed a new set of mechanics (basic processes that drive
student commitment and motivation,2 seeking to engage the action forward and generate player engagement), which
students in an interactive system that motivates them to was the basis for new dynamics (basic processes that drive the
participate in several learning activities.3−7 Moreover, studies action forward and generate player engagement) and resulted
show Gamification as a didactic technique favoring students’ in new aesthetics (mechanisms for rewarding the player for
professional skills, increasing the sense of community, completing a challenge), in which is the whole change of
improving the learning process, and growing their engage- assessment of students in the course. We present the
ment.8 Gamification 2.0 below.
In 2021, we gamified the entire Introductory Organic
Chemistry Course at the Federal University in Brazil as an
active didactic strategy. We used game thinking, gameplay
mechanics, aesthetics, and game design elements for nongame
■ GAMIFICATION 2.0
The Introductory Organic Chemistry lecture at the Federal
applications to motivate students and improve their knowl- University of Ceará in Brazil is a course composed of five units:
edge. (1) structural theory of organic compounds; (2) stereo-
In the article published in this journal in 2022,9 we provided chemistry; (3) functional groups and their nomenclatures; (4)
a detailed description of the gamification process. In summary, organic acids and bases; and (5) introduction to organic
during one semester, students participated in both traditional reactions. The Introductory Organic Chemistry course is
and flipped classes, culminating in an exam at the end of the
five modules. Additionally, they participated in many other
activities during the semester to earn points, which we Received: September 23, 2024
displayed on a leaderboard. At the end of the semester, we Revised: December 28, 2024
calculated the students’ arithmetic mean from their five exam Accepted: December 30, 2024
scores, and we added additional scores (varying from 0.1 to Published: January 7, 2025
1.0) to students’ arithmetic means according to their position
on the leaderboard.
© 2025 The Authors. Published by
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of Chemical Education, Inc. 679 J. Chem. Educ. 2025, 102, 679−687
Journal of Chemical Education pubs.acs.org/jchemeduc Article
Table 1. Mechanics, Dynamics, and Rewards Used in Each Introductory Organic Chemistry Course Unit
Rewards
Unit Mechanics Dynamics XP Coins Badgesg
1-5 Points To attribute points to students for their achievements - - -
1-5 Coins To give coins to students for their achievements - - -
1-5 Badges To give badges to students for their achievements - - -
1-5 Attendancea To attend one class. 30 3 A1
1-5 Punctualitya To be punctual in class. 30 3 A2
1-5 Instagramb To post pictures related to studying. 10 1 no
1-5 Top Testc To take three short tests per unit, composed of 10 multiple-choice tests in the 100 10 no
Socrative app.
1-5 One for all and all for Students are separated into heterogeneous groups and motivated to study together. 500 50 A4
onec
1-5 Video classesd To watch video classes on YouTube, as indicated by the instructor, and comment on it. 40 4 no
1-5 Crosswordsc,e Fill a crossword with 20 words for each unit. 30 3 C5
1-5 Avatars and Levelsf To get a specific number of XP to level up and to evolve the avatar. 0 10 no
1-5 Ranking and Feedback Points earned are organized in a ranking that allows instant feedback for students. 0 0 no
1 Time Bomb Game12 To enter into the app rankings: beginner (B), intermediate (I), and advanced (A). 500−1500 50−150 B1
1 STR20 Game13 To play the board game. Awards are given for the top three positions. 500−1000 50−150 C1
1 7 to Win Game14 To play the board game. Awards are given for the top three positions. 500−1000 50−150 B4
1 Interactions 50015 To play the board game. Awards are given for the top three positions. 500−1000 50−150 B3
2 Stereochemistry Game16 To play the board game. Awards are given for the top three positions. 500−1000 50−150 C3
2 Boss Fight To Find the solution to a significant challenge. 300−2100 - A5
3 Chemical Nomenclature To enter into the app rankings:c beginner (B), intermediate (I), and advanced (A). 500−1500 50−150 B2
Game17
3 Nomenclature Bets18 To play the board game. Awards are given for the top three positions. 500−1000 50−150 C2
4 Acids & Bases Game19 To play the board game. Awards are given for the top three positions. 500−1000 50−150 B5
5 CR322 Game20 To play the board game. Awards are given for the top three positions. 500−1000 50−150 C4
Any Luck: Blind auction Students participate in a blind auction offering coins to acquire an envelope with 0 0 no
time unknown content.
Any Luck: Unlucky The top 5 students in the ranking have their names drawn back-to-back until the last 0 0 no
time one drawn receives a prize.
Any To Donate: Charity I Donate 2 kg of nonperishable food to support those in need. 500 50 no
time
Any To Donate: Charity II To raise funds for those in need by selling raffle tickets for a textbook donated by the 500 50 no
time professor.
At End Trophy To achieve the top position in the ranking and win a trophy 0 0 0
a b c d e
Thirty-four classes in semester. Limited to 50 posts. Five in semester. Thirty-eight video classes. Five in semester; 30XP and 3 coins for each
correct word. fTen milestones. gSee Figure 1.
Table 2. Total Points (XP) and Coins Available Per Top Test and One for All and All for One. Students
Introductory Organic Chemistry Course Unit must take three knowledge tests per unit. The tests comprised
ten multiple-choice questions covering the unit’s content, as
Unit XP %
seen in the last class. Test dates were not announced in
1 - Structural Theory 9540 26.95 advance, and test takers took the tests using the Socrative
2 - Stereochemistry 5800 16.38 Student app. We created this dynamic to encourage students to
3 - Functional Groups 7560 21.35
study regularly. The students’ average score was 4.3, of a
4 - Acids and Bases 6400 18.08
maximum of 10 in the Top Test.
5 - Introd. Org. Reactions 6100 17.24
Aiming to improve student performance, we associated the
Total 35400a 100.00
a
Top Tests with a cooperative dynamic - One for All and All for
Not including the 2100 XP from the Boss Fight mechanic. One (OFAAFO). We separated students into heterogeneous
groups composed of participants with different performances
integrated whole of knowledge, attitudes, and skills (attitudinal, in the course. This way, we encouraged students to study
cognitive, and socioemotional) and postulate that integration together to foster the knowledge exchange between group
should be measured as a learning process and competence as a members.
learning product.21 Although students’ scores in the Top Tests were individual,
The luck factor is also present in some mechanics. Table 3
we calculated the arithmetic means and standard deviations for
shows the total points related to each kind of mechanics, skill,
each group in the three tests in each unit. The winners would
be the groups that obtained the lowest dispersion value (α) −
Table 3. Total Points (XP) Related to Each Kind of which was calculated by dividing the standard deviation by the
Mechanics, Skill, and Whether the Luck Factor Is Present or
arithmetic mean−and had a mean higher than or equal to 6.0.
Not
Unfortunately, only one group reached this average once and
Mechanic Total of XP % XP Skilla Luck Factor won the prize. Each member of the winning group received
Attendance 1020 2.88 A no 500 XP and 50 coins, and the participant with the highest
Punctuality 1020 2.88 A no average also won a badge (A4 in Figure 1). At the beginning of
Instagram 500 1.41 A no the next unit, the students were separated again into new
Top Test 15000 42.37 C no groups, taking into consideration their performance at that
OFAAFOb 2500 7.06 C, S no point in the course.
Video classes 1360 3.84 A no Video Classes. We believe that one way to promote
Crosswords 3000 8.47 C no student learning is through video classes. Therefore, we used
Game App 3000 8.47 C no video classes that we recorded in the past and posted on
Board Game 7000 19.77 C, S yes YouTube as a part of the mechanics involved in Gamification
Solidarity 1000 2.82 S no 2.0. We motivated the students to watch these video classes
Total 35400 100.00 and register comments about the content covered. They
a
(A) = attitudinal, (C) = cognitive, and (S) = socioemotional skills. received 40 XP and four coins for every comment left as a
b
One for All and All for One. reward.
We suggest educators who do not have recorded video
and whether the luck factor is present. We must highlight that lectures use online videos for this purpose. This approach can
most points (72.75%) given as rewards require students’ help reinforce video classes’ importance and promote a more
cognitive skills, 16.32% rely on social skills, and 11.01% depend interactive and engaging learning environment.
on attitudinal skills. The luck factor in the mechanics involving Ranking and Feedback. The gamification process
board games is 19.77%. To calculate the percentages for One motivates students to achieve their learning goals by offering
for All and All for One (OFAAFO) and board game rewards and feedback.23,24 Some usual methods to gamify an
mechanics, we evenly divided the values presented in Table educational experience include awarding points for completing
3 between cognitive and social skills. tasks or demonstrating mastery of concepts. These elements
Mechanics Used in Gamification 1.0 and 2.0 encourage students to participate more frequently, work
Attendance and Punctuality. Successful learning out- harder, and persist in the face of challenging tasks.25
comes are highly dependent on the interactions between Furthermore, rankings promote social interactions by
students and instructors. Face-to-face or virtual interactions cultivating a community centered on social engagement and
with classmates and teachers in the classroom can develop healthy competition through self-comparison with classmates.
essential skills entirely, such as critical thinking, teamwork, Ultimately, this comparison fuels their “desire to win,” making
leadership, and networking. When students are absent, valuable them feel successful and uplifted. In this context, we used a
learning opportunities may be missed, resulting in lost time digital ranking as an easy way for students to control their
and potential growth. points, ratings, awards, levels, and prizes.
Regarding punctuality, it is just as crucial as attendance for However, managing the ranking may have been the most
students. Arriving late to class can often cause distractions for challenging task that we experienced in the first gamification
other students and interrupt the instructor’s flow of process in 2021. To address this challenge, we utilized the app
explanation.22 Therefore, we rewarded students who attended Gamefik26 (Figure 2) in Gamification 2.0. This digital tool is
classes and were punctual with 30 XP and three coins in each designed to assist instructors in managing their gamified
class. We also rewarded students who always attended all classes, including mechanics, dynamics, levels, coins, XP, and
classes and never arrived late by giving them badges (A1 and virtual shop. This app simplified the way teachers registered
A2 in Figure 1). occurrences, by automatically generating rankings.
681 https://doi.org/10.1021/acs.jchemed.4c01183
J. Chem. Educ. 2025, 102, 679−687
Journal of Chemical Education pubs.acs.org/jchemeduc Article
683 https://doi.org/10.1021/acs.jchemed.4c01183
J. Chem. Educ. 2025, 102, 679−687
Journal of Chemical Education pubs.acs.org/jchemeduc Article
Figure 6. Distribution of students’ grades after participating in the Gamification 2.0 in 2023.2 and 2024.1 (N = 27).
Table 4. Students’ preferences regarding the teaching methodology, gamification rating, and UES average
Semester Coursea Gamification Used Preference for Traditional (%) Preference for Gamification (%) Rating UES Averageb
2022.2 Pharmacy (N = 18) 1.0 16.7 83.3 8.1 ± 1.6 3.98
2022.2 Chemistry (N = 24) 1.0 25.0 75.0 7.9 ± 1.6 3.63
2023.1 Pharmacy (N = 15) 1.0 6.7 93.3 9.2 ± 0.8 4.18
2023.2 Pharmacy (N = 14) 2.0 50.0 50.0 7.2 ± 2.0 3.52
2024.1 Pharmacy (N = 13) 2.0 53.8 46.2 7.0 ± 2.0 3.13
a
N = number of students. bvalues ranged 0 to 5.
686 https://doi.org/10.1021/acs.jchemed.4c01183
J. Chem. Educ. 2025, 102, 679−687
Journal of Chemical Education pubs.acs.org/jchemeduc Article
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687 https://doi.org/10.1021/acs.jchemed.4c01183
J. Chem. Educ. 2025, 102, 679−687