Game mechanics and why they are employed: What we know about gamification so far

This literature review addresses the research surrounding gamification in online learning, focusing on the game mechanics studied in conjunction with the pedagogical aspirations they were employed to support. Findings include frequencies of game mechanics studied, showing a continuum from most studi...

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Main Authors: Craig Howard, Katherine Bevins
Format: Article
Language:English
Published: University of Arizona Libraries 2018-04-01
Series:Issues and Trends in Educational Technology
Subjects:
Online Access:https://journals.librarypublishing.arizona.edu/itlt/article/id/1509/
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author Craig Howard
Katherine Bevins
author_facet Craig Howard
Katherine Bevins
author_sort Craig Howard
collection DOAJ
description This literature review addresses the research surrounding gamification in online learning, focusing on the game mechanics studied in conjunction with the pedagogical aspirations they were employed to support. Findings include frequencies of game mechanics studied, showing a continuum from most studied, badges closely followed by leaderboards, to the least studied, storylines. Pedagogical aspirations fell into five thematic groups, where frequencies ranged from the most often targeted numerical learning outcomes, to the least often targeted, playfulness. A frequency continuum of tools used to gamify instructional designs is included. We conclude that the strategic selection of game mechanics is possible, but the research trajectory surrounding the implementation of gamified designs is haphazard.
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spelling doaj.art-53878f635d7a4885ada312f278f854702022-12-21T23:10:30ZengUniversity of Arizona LibrariesIssues and Trends in Educational Technology2168-13252018-04-016110.2458/azu_itet_v6i1_bevinsGame mechanics and why they are employed: What we know about gamification so farCraig Howard0Katherine Bevins1The University of Tennessee - KnoxvilleThe University of Tennessee - KnoxvilleThis literature review addresses the research surrounding gamification in online learning, focusing on the game mechanics studied in conjunction with the pedagogical aspirations they were employed to support. Findings include frequencies of game mechanics studied, showing a continuum from most studied, badges closely followed by leaderboards, to the least studied, storylines. Pedagogical aspirations fell into five thematic groups, where frequencies ranged from the most often targeted numerical learning outcomes, to the least often targeted, playfulness. A frequency continuum of tools used to gamify instructional designs is included. We conclude that the strategic selection of game mechanics is possible, but the research trajectory surrounding the implementation of gamified designs is haphazard.https://journals.librarypublishing.arizona.edu/itlt/article/id/1509/GamificationOnline LearningGames for Learning
spellingShingle Craig Howard
Katherine Bevins
Game mechanics and why they are employed: What we know about gamification so far
Issues and Trends in Educational Technology
Gamification
Online Learning
Games for Learning
title Game mechanics and why they are employed: What we know about gamification so far
title_full Game mechanics and why they are employed: What we know about gamification so far
title_fullStr Game mechanics and why they are employed: What we know about gamification so far
title_full_unstemmed Game mechanics and why they are employed: What we know about gamification so far
title_short Game mechanics and why they are employed: What we know about gamification so far
title_sort game mechanics and why they are employed what we know about gamification so far
topic Gamification
Online Learning
Games for Learning
url https://journals.librarypublishing.arizona.edu/itlt/article/id/1509/
work_keys_str_mv AT craighoward gamemechanicsandwhytheyareemployedwhatweknowaboutgamificationsofar
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