Don’t be boring: The case of a gamified google classroom
2020 (Engelska) Ingår i: GSGS'20: 5th Gamification & Serious Game Symposium September – November 2020, 2020, s. 15-18Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]
Gamification has shown varied effects on student performance. In this study we examine the implementation of an agnostic gamification platform, Gamify the World ENgin (GWEN), in Google Classroom (hereafter GC) and focus on the scalability indication as well as gamification’s influence on the students and teachers perception of the course and their interaction with it. The results show an overall positive view of gamification and offer guidance to further implementations.
Ort, förlag, år, upplaga, sidor 2020. s. 15-18
Serie
Gamification & Serious Game Symposium, E-ISSN 2297-914X
Nyckelord [en]
Gamification, Learning management system, Upper secondary school, Google classroom, Levels, Achievements, Missions, Student motivation, Blended learning
Nationell ämneskategori
Utbildningsvetenskap Människa-datorinteraktion (interaktionsdesign) Data- och informationsvetenskap
Forskningsämne Interaction Lab (ILAB)
Identifikatorer URN: urn:nbn:se:his:diva-19234 ISBN: 978-2-940387-26-7 (digital) OAI: oai:DiVA.org:his-19234 DiVA, id: diva2:1499311
Konferens GSGS'20, 5th Gamification & Serious Game Symposium September – November 2020, online edition
Forskningsfinansiär Vinnova, 2018-02953
Anmärkning Contact: izabellajedel@hotmail.com The authors would like to thank the teachers and leaders at Göteborgs stad and the team at Bräckegymnasiet and Insert Coin. The study was partly supported by the Swedish innovation agency, Vinnova grant number 2018-02953. Full paper: ftp://gsgs:gsgs@ftp.he-arc.ch/2020/pdf/GSGS20-Speech-1.1.pdf
2020-11-092020-11-092025-02-18 Bibliografiskt granskad