Abstract
Over the past few decades, gamification has become increasingly popular and widely used to motivate and engage learners in the digital age. Based on gamification strategies that have been shown to be useful in literature, we wondered how they can be developed in the Digital Learning Environment of the Digital Math Training project. To understand the impact and effectiveness of our implemented gamification strategies in the DLE, we considered the students’ answers, from grade 9th to 13th, to initial and final questionnaire. The results show which of the strategies implemented were most appreciated by the DMT students and which were found to be effective in stimulating their motivation, especially for some categories of students.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Gounaridou, A., Siamtanidou, E., Dimoulas, C.: A serious game for mediated education on traffic behavior and safety awareness. Educ. Sci. 11(3), 127 (2021). https://doi.org/10.3390/educsci11030127
Sümer, M., Aydın, C.H.: Design principles for integrating gamification into distance learning programs in higher education: a mixed method study. Int. J. Serious Games 9(2), 79–91 (2022)
Deterding, S., Dixon, D., Khaled, R., Nacke L.E.: gamification: toward a definition. In: CHI 2011 Gamification Workshop Proceedings, pp. 12–15, Vancouver (2011)
Behl, A., Choudrie, J., Giudice, M., Islam, N., Nirma, J., Vijay, P.: Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting & Social Change 176(C), (2022)
De la Peña, D., Lizcano, D., Martínez-Álvarez, I.: Learning through play: gamification model in university-level distance learning. Entertainment Comput. 39(2), 1–24 (2021)
Caponetto, I., Earp, J., Ott, M.: gamification and education: a literature review. In: Busch, C. (ed.) 8th European Conference on Games Based Learning, vol. 1, pp. 50–57. Curran Associates, Inc., Red Hook (2014)
Commission, E.: The European Digital Competence Frameworks for Citizens. Publications Office of the European Union, Luxembourg (2016)
Azmi, S., Iahad, N.A., Ahmad, N.: Gamification in online collaborative learning for programming courses: a literature review. ARPN J. Eng. Appl. Sci. 10(23), 1–3 (2015)
Barana, A., Marchisio, M., Rabellino, S.: Comunità di apprendimento con Moodle 3. MediaTouch 2000, Italia (2021)
Fissore, C., Fradiante, V., Marchisio, M., Pardini, C.: design didactic activities using gamification: the perspective of teachers. In: Nunes, M. B., Isaías, P., Issa, T., Issa, T. (eds.) Proceedings of E-Learning and Digital Learning, pp. 11–18. IADIS Press, Porto (2023)
Chorianopoulos, K., Giannakos, M.N.: Design principles for serious video games in mathematics education: from theory to practice. Int. J. Serious Games 1(3), 51–59 (2014)
Fissore, C., Fradiante, V., Marchisio, M.: The generalization of the solution process in a mathematical problem- solving activity with an advanced computing environment. In: Jovanovic, J., Chounta, I. A., Uhomoibhi J., McLaren, B. (eds.) Proceedings of the 15th International Conference on Computer Supported Education, vol. 2, pp. 426–433. Scitepress, Prague (2023)
Fissore, C., Floris, F., Marchisio, M., Rabellino, S.: Learning analytics to monitor and pre-dict student learning processes in problem solving activities during an online training. In: IEEE (ed.) Proceedings of 47th Annual Computers, Software, and Applications Conference, pp. 481–489. Turin (2023)
Barana, A., Marchisio, M.: From digital mate training experience to alternating school work activities. Mondo Digitale 15(64), 63–82 (2016)
United Nations Website, https://sdgs.un.org/goals, Accessed 22 Sep 2023
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Floris, F., Fradiante, V., Marchisio Conte, M., Rabellino, S. (2024). Design Gamification Strategies in a Digital Learning Environment: The Impact on Students. In: Dondio, P., et al. Games and Learning Alliance. GALA 2023. Lecture Notes in Computer Science, vol 14475. Springer, Cham. https://doi.org/10.1007/978-3-031-49065-1_50
Download citation
DOI: https://doi.org/10.1007/978-3-031-49065-1_50
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-49064-4
Online ISBN: 978-3-031-49065-1
eBook Packages: Computer ScienceComputer Science (R0)