Applying The Concept of Gamification On Educational Platforms

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‫بسم ﷲ الرحمن الرحيم‬

University of Khartoum
Faculty of Mathematical Sciences

Applying the concept of gamification


on educational platforms
:Presented by
Meead Mohammed Mohi Eldeen
Nada Mohammed Kamal
Noura Adil Ibrahim
Sara Mohammed Abdallah
Presentation Content:
• Background
• Motivation
• Problem Statement
• Significance
• Aim
• Objectives
• Research questions
• Scope
• Assumptions and out of scope
• Challenges
• Literature Review
• Methodology
• Software requirements
• Research Operational Frame Work
• Research Timeline
• References
Background
• Gamification in education is an approach for encouraging learners' motivation and
engagement by incorporating game design principles in the learning environment. The
importance of sustaining students’ motivation has been a long-standing challenge to
education. This explains the significant attention that gamification has gained in educational
context (Dichev and Dicheva, 2017)
• Enhancing engagement, motivation, and learning outcomes through the integration of game design
elements into educational contexts transforms traditional learning environments by leveraging game-like
features. Gamification applies game design principles, mechanics, and elements—such as points, badges,
leaderboards, challenges, and rewards—to enhance engagement and encourage desired behaviors.
• Gamification elements, derived from game design, strategically create interactive and rewarding
experiences that motivate participants to actively engage and achieve goals within educational
settings
• Main Key Phrases:
- Engagement
- Motivation in gamification
Motivation
•In the realm of education, the integration of gamification into educational
platforms has emerged as a promising approach to engage students and enhance
learning outcomes. The purpose of the research is to explore the potential impact of
gamification on educational platforms in Sudan.
•Sudan faces numerous challenges in its education system, including high dropout
rates, and a lack of engagement among students. By applying gamification principles
to educational platforms, the learning experience for Sudanese students can be
transformed, making it more interactive, engaging, and effective.
•This research to shed light on the benefits of gamification in education and
provide valuable insights for Sudan. by understanding how gamification can enhance
student motivation, engagement, and learning outcomes.
Overview
Problem Statement
• Traditional educational platforms may struggle to engage
and motivate students, leading to decreased interest in
learning and lower retention rates. This can result in reduced
academic performance and a lack of enthusiasm for
educational content.
• The idea of gamification is to integrating game design
elements and principles into non-game contexts (educational
platforms). This can include the use of levels, points,
badges, awards, and other elements to make learning more
engaging and enjoyable.
• The purpose of this research is to attend the largest possible
number of students and motivate them, this happens by
making the education process a more enjoyable and
interactive process.
Significance of Research
•The significance of this research lies in making the online
learning of FMSI students more joyful and attractive, since the
traditional way of studying math and computer theories may be
boring.
•This application of Gamification on FMSI materials will
count as the first experience of gamification on Sudanese
universities.
Aim of Research
• the overall purpose of the study is to provide a
more structured software by viewing of the current e-
learning state and develop it with gamification concept
and to critically assist a fun functionality of it.
Research Objectives

1. To enhance self-learning among motivated students


through a game-based learning approach.
2. To boosting engagement by making a process or activity
more enjoyable, motivates users by appealing to their
competitive drive, desire for recognition, and ultimately,
sense of accomplishment.
3. To help student memorizing information in a gamified
style.
Research questions

1. How do the proposed game elements and mechanics


increase user engagement and motivation?
2. In what ways does gamification impact competition
between peers and how does this affect user engagement?
3. How does a game-based learning approach enhance self-
learning among motivated students compared to traditional
educational methods?
4. What can the game-based designs involve in memorizing
information, and what is its impact compared to traditional
learning methods?
Scope
• The scope of our research is the first- year
students, because they may face struggles with
the new studying approach of university since
they were used to simple school approach,
gamification may help students by making
hard subjects easier.
Assumption and Out of Scope
• Assumption:
Research assumes that gamification boosts learner engagement and motivation through
interactive elements like points and badges, which is expected to improve academic
performance. However, its impact can varies with respect to educational settings and
context. Also, initial gains may not be sustained without thoughtful design, and
difference among individuals also affect the effectiveness of gamification.

• Out of Scope:
The study will not assess user experiences comprehensively and will focus solely on
first-year students, rather than encompassing all academic years due to constraints of
time and resources
Challenges
• Due to time constraints, the project will not include
testing and evaluation phases, this means that the
gamification features will be implemented without
testing for bugs or usability issues. Additionally, there
will be no opportunity to gather user feedback or
make any improvements, which may affect the
platform's effectiveness.
Literature Review

Chapter(2)
Related Work
Evaluation of Previous Survey Results: A Comparative Study
with Current Literature

The evaluation of game-based elements from


related literature and application leads us to these
statistical results.
A survey had been applied to 51 undergraduate IT
students to assess their perceptions of game
elements, such as points, badges, and
leaderboards. The students particularly appreciated
aspects like social interaction, engagement,
feedback, and enhanced learning (Ortega-Arranz
et al., 2017).
Evaluation of Previous Survey Results: A Comparative
Study with Current Literature

Points
The most affective elements
Levels

Badges/Achievements

Leaderboards
Methodology

Chapter(3)
proposed process
Research Operational Frame Work
Research Timeline
References
•Dichev, C. and Dicheva, D. (2017) ‘Gamifying education: what is known, what is
believed and what remains uncertain: a critical review’, International Journal of
Educational Technology in Higher Education. Springer Netherlands, p. 9. Available
at: https://doi.org/10.1186/s41239-017-0042-5.
•Ortega-Arranz, A. et al. (2017) ‘How gamification is being implemented in MOOCs?
A systematic literature review’, in Lecture Notes in Computer Science (including
subseries Lecture Notes in Artificial Intelligence and Lecture Notes in
Bioinformatics), pp. 441–447. Available at: https://doi.org/10.1007/978-3-319-66610-
5_40.

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