Gamification in distance education: experiences in a university educational model

Authors

DOI:

https://doi.org/10.32870/Ap.v12n2.1849

Keywords:

Distance education, higher education, educational strategy, gamification, educational model

Abstract

The present article is the result of an investigation to verify if the gamification strategies in a distance learning course at the Universidad Autónoma de Yucatán (UADY) are considered as innovative educational practices, according to the elements of its educational model, and to verify the relevance of these strategies through the students’ perception. The course was developed through an instructional design model using three basic gamification strategies (storytelling, escape room and “PBL”). Students’ reflective journals were used to assess these strategies, as well as their comments in the discussion forums. It was found that the characteristics of UADY’s educational model allow the development of innovative strategies such as gamification and, on the other hand, students reported having experiences such as new ways of learning and developing behaviors such as motivation and teamwork. These findings are consistent with the literature and generate positive perspectives for the development of gamification in distance education at the university level.

Author Biographies

  • William René Reyes Cabrera, Universidad Autónoma de Yucatán, México.

    Doctor en Educación por la Universidad de Granada, España. Profesor de la Universidad Autónoma de Yucatán, México.

  • Sergio Humberto Quiñonez Pech, Universidad Autónoma de Yucatán, México
    Doctor en Educación por la Universidad de Granada, España. Profesor de la Universidad Autónoma de Yucatán, México.

References

ANUIES. (2018). Visión y acción 2030. Recuperado de: https://visionyaccion2030.anuies.mx/Vision_accion2030.pdf

Ardila, J. (2019). Supuestos teóricos para la gamificación de la educación superior. Magis, Revista Internacional de Investigación en Educación, 12(24), 71-84. http://doi.org/10.11144/Javeriana.m12-24.stge

Arechavala, R. y Sánchez, C. (2017). Las universidades públicas mexicanas: los retos de las transformaciones institucionales hacia la investigación y la transferencia de conocimiento. Revista de la Educación Superior, 46(184), 21-37. http://doi.org/10.1016/j.resu.2017.09.001

Baldwin, S. (2019). Assimilation in Online Course Design. American Journal of Distance Education, 33(3), 195-211. http://doi.org/10.1080/08923647.2019.1610304

Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Recuperado de: https://mud.co.uk/richard/hcds.htm

Basten, D. (2018). Gamification. The IEEE Computer Society, 34(5), 76-81. Billet, S.; Harteis, C. y Gruber, H. (2014). International Handbook of Research in Professional and Practice-based Learning. Springer. http://doi.org/10.1007/978-94-017-8902-8

Cervantes, F.; Bañuelos, A.; Chávez, F. y Rocha, J. (2015). La evaluación de la calidad de la educación superior a distancia en México, en Camacho y Valdivieso, Los problemas de la evaluación de la educación a distancia en América Latina y el Caribe (pp. 102-130). Loja: Universidad Técnica Particular de Loja.

Chou, Y. (2015). Octalysis –complete Gamification framework. Recuperado de: http://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/#more-2275

Choudhury, S. & Pattnaik, S. (2020). Emerging themes in e-learning: a review from the stakeholders’ perspective. Computers & Education, 144, 1-20. http://doi.org/10.1016/j.compedu.2019.103657

Csíkszentmihályi, M. (1990). Flow: The Psychology of Optimal Experience. Nueva York: Harper and Row.

Deterding, S.; Dixon, D.; Khaled, R. & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). Nueva York: ACM Press. http://doi.org/10.1145/2181037.2181040

Fogg, B. (2009). A behavior model for persuasive design. Persuasive ‘09 Proceedings of the 4th International Conference on Persuasive Technology, 1-7. http://doi.org/10.1145/1541948.1541999

Fotaris, P.; Mastoras, T.; Leinfellner, R. & Rosunally, R. (2016). Climbing Up the Leaderboard: an Empirical Study of Applying Gamification Techniques to a Computer Programming Class. EJEL. E-Journal of E-Learning, 14(2), 94-110.

Gagné, R.; Wager, W.; Golas, K. y Keller, J. (2005). Principles of Instructional Design. California: Thomson Wadsworth Learning.

Hülsmann, T.; Barberà, E. & Roberts, J. (2016). Distance education and time. Distance Education, 36(2), 155-160. http://doi.org/10.1080/01587919.2015.1056333

Jo-Kim, A. (2012). Social Engagement: who’s playing? How do they like to engage? Recuperado de: http://amyjokim.com/blog/2012/09/19/social-engagement-whos-playing-how-do-they-like-to-engage/

Kapp, K. (2012). The Gamification of Learning and Instruction. Nueva York: ASTD.

Kapp, K.; Blair, L. & Mesch, R. (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. Nueva York: Wiley.

Lawrence, R. & Paige, D. (2016). What Our Ancestors Knew: Teaching and Learning through Storytelling. New Directions for Adult and Continuing Education, (149), 63-72.

Marczewski, A. (2013). Marczewski’s Player and User. Recuperado de: https://www.gamified.uk/user-types/

Motiwalla, L. (2005). Mobile learning: A framework and evaluation. Computers & Education, 49(3), 581-596. http://doi.org/10.1016/j.compedu.2005.10.011

New Media Consortium. (2018). NMC Horizon Report - 2017 Higher Education Edition. Recuperado de: http://cdn.nmc.org/media/2017-nmc-horizon-report-he-EN.pdf

Pimmer, Ch.; Mateescu, M. & Gröhbiel, U. (2016). Mobile and ubiquitous learning in higher education settings. A systematic review of empirical studies. Computers in Human Behavior, 63, 490-501. http://doi.org/10.1016/j.chb.2016.05.057

Rasheed, A.; Kamsin, A. & Abdullah, N. (2020). Challenges in the online component of blended learning: a systematic review. Computers & Education, 144, 1-17. http://doi.org/10.1016/j.compedu.2019.103701

Raap, A.; Hopfgartner, F.; Hamari, J.; Linehan, C. & Cena, F. (2019). Strengthening gamification studies: current trends and future opportunities of gamification research. International Journal of Human-Computer Studies, 127, 1-6. http://doi.org/10.1016/j.ijhcs.2018.11.007

Reyes, W. y Quiñonez, S. (2018). El potencial de la gamificación para la educación a distancia en México. Revista Científica Electrónica de Educación y Comunicación en la Sociedad del Conocimiento, 1(18), 173-195.

Romiszowski, A. (2003). The future of E-learning as an educational innovation: Factors influencing project success and failure. Revista Brasileira de Aprendizagem Aberta e a Distância, 2(1), 1-14. http://dx.doi.org/10.17143/rbaad.v2i0

Ryan, R. (2000). Self-Determination Theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. http://doi.org/10.1037110003-066X.55.1.68

Sánchez, D.; Langer, M. & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education, 144, 1-16. http://doi.org/10.1016/j.compedu.2019.103666

SINED. (2017). Plan de Desarrollo Institucional 2024. Recuperado de: http://www.sined.mx/sined/files/acervo/PDI_2024.pdf

Strauss, A. & Corbin, J. (1990). Basics of qualitative research: grounded theory procedures and techniques. Thounsands Oaks: Sage.

Strayer, J. (2012). How learning in an inverted classroom influences cooperation, innovation and task orientation. Learning Environment Research, 15(2), 171-193. http://doi.org/10.1007/s10984-012-9108-4

Torres, A.; Romero, L.; Pérez, A. y Björk, S. (2018). Modelo teórico integrado de gamificación en ambientes e-learning (E-MIGA). Revista Complutense de Educación, 29(1), 129-145. http://doi.org/10.5209/RCED.52117

Universidad Autónoma de Yucatán-UADY. (2010). Modelo Educativo para la Formación Integral. Recuperado de: http://www.dgda.uady.mx/media/docs/mefi_dgda.pdf

Vita, A. & Sárközi, Z. (2017). Physics Escape Room as an educational tool. AIP Conference Proceedings, 1916(1), 1-5. http://doi.org/10.1063/1.5017455

Wan Hamzah, W.; Haji Ali, A.; Mohd Saman, M. & Hafiz Yusoff, M. (2015). Influence of gamification on students’ motivation in using e-learning applications based on the motivational design model. Ijet. International Journal of Emerging Technologies in Learning, 10(2), 30-34. http://doi.org/10.3991/ijet.v10i2.4355

Werbach, K. & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Nueva York: Wharton Digital Press.

Werbach, K. & Hunter, D. (2015). Gamification toolkit: dynamics, mechanics, and components for the win. Boston: Wharton Digital Press.

Wiggins, B. (2016). An overview and study on the use of games, simulations, and gamification in higher education. International Journal of Game-Based Learning, 6(1), 18-29. http://doi.org/10.4018/IJGBL.2016010102

Published

2020-09-29