umu.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Gamification i utbildning: Hur görs det på bästa sätt?
Umeå University, Faculty of Social Sciences, Department of Informatics.
2019 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Gamification is the use of elements and mechanics from the video-game industry in contexts which are not game-related. Gamification has, in the last decade, become a popular way to enhance a lot of contexts, such as medicine, business and education, by creating intrinsic motivation and engagement as well as changing behavior in the userbase. While a big part of the published science related to gamification is concerned with the question of “does gamification work?”, the question of what makes it work and why it works have gotten less attention. This study researches how to design a gamification experience in the context of education in the best possible way, including what the most common pitfalls are and how to avoid them, by studying the published literature on gamification in the context of education.

The results of the study suggest that adhering to the self-determination theory (SDT) from the field of psychology is important in creating intrinsic motivation, and that a key part of gamification design may lie in choosing game elements which fulfil the three basic needs proposed by SDT: relatedness, competence and autonomy. A common pitfall in the design of gamification seems to be failure to fulfill these three needs. The study also shows that while gamification yields positive results for many people, a small but significant portion of the population does not gain any benefit from many gamification experiences. This suggests that an analysis of the future users of the gamification experience should be done prior to designing the gamification experience. Lastly, useful design principles are also found and discussed.

Place, publisher, year, edition, pages
2019. , p. 30
Series
Informatik Student Paper Bachelor (INFSPB) ; 2019.20
Keywords [sv]
gamification, utbildning, spelifiering
National Category
Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:umu:diva-159479OAI: oai:DiVA.org:umu-159479DiVA, id: diva2:1318735
Educational program
Programmet för Systemvetenskap
Supervisors
Examiners
Available from: 2019-05-29 Created: 2019-05-28 Last updated: 2019-05-29Bibliographically approved

Open Access in DiVA

fulltext(500 kB)25 downloads
File information
File name FULLTEXT01.pdfFile size 500 kBChecksum SHA-512
858d9283abb13c22c351bddf43eabd20a7f77ccdf1884b1e9236f2d01bbd0a66c7f20710ed35b485ea1f7a2f35650cd224690192028d8535e5abbe21e41a5fde
Type fulltextMimetype application/pdf

By organisation
Department of Informatics
Information Systems, Social aspects

Search outside of DiVA

GoogleGoogle Scholar
Total: 25 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 158 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf