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Gamification Guidelines for Improving Student Engagement in Learning Environments
KTH, School of Electrical Engineering and Computer Science (EECS).
2024 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Gamification in formal education aims at increasing students’ engagement, motivation, and interaction in educational platforms. Gamification promotes desired learning behaviors by integrating personal and social elements to create an immersive learning environment. Despite the large number of gamified platforms in the education field, and the potential of gamification, the success is still limited because gamifying formal learning platforms is a challenging process. The success of gamification is largely rooted in the motivational framework of flow experiences. To implement a motivational framework for flow experiences in a formal gamify learning environment, the right guidelines must be implemented. A problem faced by most gamify platforms is the lack of coherent gamification guidelines that educational institutions can employ to enhance student engagement. The purpose of this thesis is to develop comprehensive gamification guidelines covering all pertinent topics to make gamify learning environments engaging for students. The goal of this thesis is to provide a basis for the diversification of education. The results of this thesis will highlight key elements that support student engagement in formal gamify learning environments and this is attained by performing qualitative research studies, reviewing literature on gamification, and refining the research questions into guidelines pertinent to the subject.

Abstract [sv]

Spelifiering inom utbildningen syftar till att öka studenters engagemang, motivation och interaktion på utbildningsplattformar. Spelifiering främjar önskvärda inlärningsbeteenden genom att integrera personliga och sociala element för att skapa en fördjupande lärandemiljö. Trots det stora antalet spelifierade plattformar inom utbildningsområdet och potentialen hos spelifiering är framgången fortfarande begränsad eftersom spelifiera lärande är en utmanande process. Spelifiering har sina rötter i motivationsramverket för flödesupplevelser. Problemet som spelifieringsplattformar står inför är bristen på enhetliga spelifieringsriktlinjer som utbildningsinstitutioner eller spelifieringsdesigners kan använda som modell för att förbättra studenters motivation, engagemang och interaktion. Syftet med denna avhandling är att utveckla en omfattande guide som täcker alla relevanta ämnen för att göra lärandet motiverande, interaktivt och engagerande för studenterna. Att förbättra utbildningen är målet, och detta lägger grunden för utbildningsmångfald. Resultatet av denna avhandling kommer att belysa avgörande element som stöder studenters motivation, deltagande och interaktion. Genom att genomföra kvalitativ forskning, granska litteraturen och förädla forskningsfrågan till riktlinjer som är relevanta för ämnet kommer de önskade resultaten att uppnås.

Place, publisher, year, edition, pages
2024. , p. 56
Series
TRITA-EECS-EX ; 2024:22
Keywords [en]
Gamification, Formal Education, Engaging, Flow Experiences, Qualitative Research
Keywords [sv]
Spelifiering, Utbildning, Engagerande, Spelifiering, Flödesupplevelser, Kvalitativ forskning
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-345840OAI: oai:DiVA.org:kth-345840DiVA, id: diva2:1853307
Subject / course
Information Technology
Educational program
Master of Science in Engineering - Information and Communication Technology
Supervisors
Examiners
Available from: 2024-05-07 Created: 2024-04-22 Last updated: 2024-05-07Bibliographically approved

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fulltext(862 kB)2006 downloads
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Type fulltextMimetype application/pdf

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CiteExportLink to record
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Citation style
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