An Innovative Multi-Layer Gamification Framework for Improved STEM Learning Experience

Lately, gamification (i.e., employing game-design elements and game principles in non-game contexts) has gained massive popularity and widespread usage in various areas, including education. However, gamification deployment in education in general and remote education in particular still faces many...

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Published inIEEE access Vol. 10; pp. 3879 - 3889
Main Authors Zhao, Dan, Playfoot, Jim, De Nicola, Carmine, Guarino, Giuseppe, Bratu, Marilena, Di Salvadore, Fabio, Muntean, Gabriel-Miro
Format Journal Article
LanguageEnglish
Published Piscataway IEEE 2022
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
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ISSN2169-3536
2169-3536
DOI10.1109/ACCESS.2021.3139729

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Abstract Lately, gamification (i.e., employing game-design elements and game principles in non-game contexts) has gained massive popularity and widespread usage in various areas, including education. However, gamification deployment in education in general and remote education in particular still faces many challenges that mainly influence user quality of experience. These challenges include lack of dedicated communication-based systems, potential additional load on teachers, absence of customization and personalization for users, and no support for advanced technology-enhanced learning (TEL). This paper investigates the use of gamification for networked delivery of science, technology, engineering and mathematics (STEM) subjects. It proposes an innovative gamification framework, the NEWTON-enhanced gamification model (N-EGM), which was designed as part of the European Horizon 2020 project NEWTON. The paper also describes the proposed N-EGM model deployment in the gamification engine of a real learning management system and its associated communication and networking solution. The communication support provides easy-to-use gamification configuration functionality and efficient data collection and processing in a heterogeneous technology context. Finally, the paper evaluates the proposed N-EGM model as part of a NEWTON project pilot deployed in a Romanian school. The results demonstrate the effectiveness of the proposed gamification solution in improving both students' learning experience and their engagement, while also increasing student knowledge gain.
AbstractList Lately, gamification (i.e., employing game-design elements and game principles in non-game contexts) has gained massive popularity and widespread usage in various areas, including education. However, gamification deployment in education in general and remote education in particular still faces many challenges that mainly influence user quality of experience. These challenges include lack of dedicated communication-based systems, potential additional load on teachers, absence of customization and personalization for users, and no support for advanced technology-enhanced learning (TEL). This paper investigates the use of gamification for networked delivery of science, technology, engineering and mathematics (STEM) subjects. It proposes an innovative gamification framework, the NEWTON-enhanced gamification model (N-EGM), which was designed as part of the European Horizon 2020 project NEWTON. The paper also describes the proposed N-EGM model deployment in the gamification engine of a real learning management system and its associated communication and networking solution. The communication support provides easy-to-use gamification configuration functionality and efficient data collection and processing in a heterogeneous technology context. Finally, the paper evaluates the proposed N-EGM model as part of a NEWTON project pilot deployed in a Romanian school. The results demonstrate the effectiveness of the proposed gamification solution in improving both students' learning experience and their engagement, while also increasing student knowledge gain.
Author Muntean, Gabriel-Miro
Playfoot, Jim
De Nicola, Carmine
Di Salvadore, Fabio
Zhao, Dan
Guarino, Giuseppe
Bratu, Marilena
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SubjectTerms Application programming interfaces
Communication
Communications systems
Education
Game theory
Games
Gamification
Learning
learning management system
Learning systems
Media
Multilayers
STEM
STEM education
Technical education
TinCan API
Urban areas
User experience
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