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An Adaptable Gamification Design in Online Education Based on the D6 Gamification Model

Year 2024, Issue: 55, 57 - 70, 09.12.2024
https://doi.org/10.33418/education.1466294

Abstract

The aim of this study is to present an adaptive gamification design in online education using the D6 gamification model and to guide researchers and gamification designers in the decision mechanisms that can be used in the gamification process of online systems. The study utilized a design-based research approach by using two iterative cycles during the development of the system. The initial gamification design was developed with the help of existing literature, and then this design was evaluated by a team of 14 people consisting of two software engineers, four educational sciences specialists, one graphic designer, one front end developer, two gamification specialists and four educational technologists selected by purposive sampling method. The design was also applied to a group of 14 female and 20 male students using the system. These students interacted with the system for two weeks and provided feedback in two one-week cycles. At the end of the two-week period, feedback from both experts and students showed that the usability of gamification can be maximized by improving and diversifying the content, increasing interaction, using reward mechanisms correctly, adapting the content for different age groups, including elements such as excitement and progression, encouraging participation with bonus points, balancing points with badges, ranking levels, using sound and time correctly, and designing a user-friendly interface.

References

  • Aguiar, A. B., Oyadomari, J. C. T., & Zaro, C. S. (2019). Intertemporal choices: The role of feedback frequency and reward timing. Review of Business Management, 21(2), 274-290. https://doi.org/10.7819/rbgn.v21i2.3974
  • Alsadoon, H. (2023). The Impact of gamification on student motivation and engagement: An empirical study. Dirasat: Educational Sciences, 50(2), 386-396. https://doi.org/10.35516/edu.v50i2.25 5
  • Alsawaier, R. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56-79. https://doi.org/10.1108/ijilt-02-2017-0009
  • Alshammari, M. (2020). Evaluation of gamification in e-learning systems for elementary school students. Tem Journal, 806-813. https://doi.org/10.18421/tem92-51
  • Antonaci, A., Klemke R., & Specht M. (2019). The effects of gamification in online learning environments: A systematic literature review. Informatics, 6(3), 32. https://doi.org/10.3390/informatics6030032
  • Aparício, M., Oliveira, T., Bação, F., & Paìnho, M. (2019). Gamification: A key determinant of massive open online course (mooc) success. Information & Management, 56(1), 39-54. https://doi.org/10.1016/j.im.2018.06.003
  • Aprilia, T., Ardiansyah, A. R., & Riyanti, H. (2023). The feasibility of interactive multimedia and online quiz based gamification on learning management system (lms) thematic learning courses. Jurnal Prima Edukasia, 11(1), 120-133. https://doi.org/10.21831/jpe.v11i1.55533
  • Aries, A., Vional, V., Saraswati, L., Wijaya, L., & Ikhsan, R. (2020). Gamification in learning process and its impact on entrepreneurial intention. Management Science Letters, 763-768. https://doi.org/10.5267/j.msl.2019.10.021
  • Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computer Education, 83, 57-63.
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  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit muds. Journal of MUD research, 1(1), 19.
  • Berger, S., Stalmeijer, R. E., Marty, A., & Berendonk, C. (2023). Exploring the impact of entrustable professional activities on feedback culture: a qualitative study of anesthesiology residents and attendings. Academic Medicine, 98(7), 836-843. https://doi.org/10.1097/acm.0000000000005188
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  • Büyüköztürk, Ş., Kılıç-Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2012). Sampling methods. Pegem A Publishing.
  • Çağlar, Ş., & Arkün-Kocadere, S. (2015). Gamification in online learning environments. Journal of Educational Sciences and Practice, 14(27), 83-102.
  • Campbell, S., Greenwood, M., Prior, S., Shearer, T., Walkem, K., Young, S., ... & Walker, K. (2020). Purposive sampling: Complex or simple? Research case examples. Journal of Research in Nursing, 25(8), 652-661. https://doi.org/10.1177/1744987120927206
  • Cheng, Y. (2021). Can gamification and interface design aesthetics lead to moocs' success? Education-Training, 63(9), 1346-1375. https://doi.org/10.1108/et-09-2020-0278
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  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: Defining “gamification” [Paper presentation]. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere University, Tampere, Finland.
  • Dinç, E. (2015). Validity, reliability, and ethics in qualitative research (S. Turan, Trans.). Nobel Publishing.
  • Doumanis, I., Economou, D., Sim, G., & Porter, S. (2019). The impact of multimodal collaborative virtual environments on learning: A gamified online debate. Computers & Education, 130, 121-138. https://doi.org/10.1016/j.compedu.2018.09.017
  • Ertan, K., & Kocadere, S. A. (2022). Gamification design to increase motivation in online learning environments: A systematic review. Journal of Learning and Teaching in Digital Age, 7(2), 151-159.
  • Erümit, S. F., & Karakuş, T. (2015). A new approach to educational environments: Gamification. In B. Akkoyunlu & H. F. Aytekin İşman (Eds.), Educational technology readings (p. 401). TOJET.
  • Firwana, A., Shouqer, M. A., & Aqel, M. (2021). Effectiveness of E-learning environments in developing skills for designing E-tivities based on Gamification for teachers of technology in Gaza. Education in the Knowledge Society, 22, 23907.
  • Gajanova, L., & Radišić, M. (2021, January 7). Self-determination theory as mediator in the nexus of gamification and customer purchasing behaviour [Paper presentation]. SHS Web of Conferences, University of Zilina, Prague, Slovakia.
  • Ghorbani, B., Jackson, A., Nawafleh, N., Mandegar, M., Sharifi, F., Mirmoghtadaie, Z., … & Bahramnezhad, F. (2021). Comparing the effects of gamification and teach-back training methods on adherence to a therapeutic regimen in patients after coronary artery bypass graft surgery: randomized clinical trial. Journal of Medical Internet Research, 23(12), e22557. https://doi.org/10.2196/22557
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Çevrimiçi Eğitimde Uyarlanabilir Bir Oyunlaştırma Tasarımı: D6 Oyunlaştırma Modeli Örneği

Year 2024, Issue: 55, 57 - 70, 09.12.2024
https://doi.org/10.33418/education.1466294

Abstract

Bu çalışmanın temel amacı, D6 oyunlaştırma modeline dayalı web tabanlı bir oyunlaştırma sistemi geliştirmektir. Araştırmada, sistemin geliştirilmesi sırasında iki yinelemeli döngü uygulanarak tasarım tabanlı bir araştırma yaklaşımı kullanılmıştır. İlk oyunlaştırma tasarımı mevcut literatür yardımıyla formüle edilmiştir. Daha sonra bu tasarım, iki yazılım mühendisi, dört eğitim bilimleri uzmanı, bir grafik tasarımcı, bir arayüz tasarımcısı, iki oyunlaştırma uzmanı ve dört eğitim teknolojisi uzmanından oluşan 14 kişilik bir ekip tarafından değerlendirilmiştir. Ayrıca tasarım, sistemi kullanan 14 kız ve 20 erkek katılımcıdan oluşan bir grup öğrenciye sunulmuştur. Bu öğrenciler, her biri birer hafta süren iki döngüde geri bildirim sağlayarak iki hafta boyunca sistemle etkileşime girmişlerdir. İki haftalık sürecin ardından hem uzmanlardan hem de öğrencilerden alınan geri bildirimler, oyunlaştırma tasarımının kullanılabilirliğini en üst düzeye çıkarmak için içeriğin geliştirilmesinin ve çeşitlendirilmesinin, etkileşimin artırılmasının, ödül mekanizmalarının doğru kullanılmasının, içeriğin farklı yaş gruplarına göre uyarlanmasının, heyecan ve ilerleme unsurlarının dâhil edilmesinin, bonus puanlar yoluyla katılımın teşvik edilmesinin, puanların, rozetlerin ve seviyelerin dengelenmesinin, ses ve sürenin optimize edilmesinin ve kullanıcı dostu bir arayüz tasarımının sağlanmasının çok önemli olduğunu göstermiştir.

References

  • Aguiar, A. B., Oyadomari, J. C. T., & Zaro, C. S. (2019). Intertemporal choices: The role of feedback frequency and reward timing. Review of Business Management, 21(2), 274-290. https://doi.org/10.7819/rbgn.v21i2.3974
  • Alsadoon, H. (2023). The Impact of gamification on student motivation and engagement: An empirical study. Dirasat: Educational Sciences, 50(2), 386-396. https://doi.org/10.35516/edu.v50i2.25 5
  • Alsawaier, R. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56-79. https://doi.org/10.1108/ijilt-02-2017-0009
  • Alshammari, M. (2020). Evaluation of gamification in e-learning systems for elementary school students. Tem Journal, 806-813. https://doi.org/10.18421/tem92-51
  • Antonaci, A., Klemke R., & Specht M. (2019). The effects of gamification in online learning environments: A systematic literature review. Informatics, 6(3), 32. https://doi.org/10.3390/informatics6030032
  • Aparício, M., Oliveira, T., Bação, F., & Paìnho, M. (2019). Gamification: A key determinant of massive open online course (mooc) success. Information & Management, 56(1), 39-54. https://doi.org/10.1016/j.im.2018.06.003
  • Aprilia, T., Ardiansyah, A. R., & Riyanti, H. (2023). The feasibility of interactive multimedia and online quiz based gamification on learning management system (lms) thematic learning courses. Jurnal Prima Edukasia, 11(1), 120-133. https://doi.org/10.21831/jpe.v11i1.55533
  • Aries, A., Vional, V., Saraswati, L., Wijaya, L., & Ikhsan, R. (2020). Gamification in learning process and its impact on entrepreneurial intention. Management Science Letters, 763-768. https://doi.org/10.5267/j.msl.2019.10.021
  • Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computer Education, 83, 57-63.
  • Barab, S. A., & Squire, K. (2004). Design-based research: Putting a stake in the ground. The Journal of the Learning Sciences, 13(1), 1-14.
  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit muds. Journal of MUD research, 1(1), 19.
  • Berger, S., Stalmeijer, R. E., Marty, A., & Berendonk, C. (2023). Exploring the impact of entrustable professional activities on feedback culture: a qualitative study of anesthesiology residents and attendings. Academic Medicine, 98(7), 836-843. https://doi.org/10.1097/acm.0000000000005188
  • Böckle, M., Micheel, I., Bick, M., & Novak, J. (2018, January 3). A design framework for adaptive gamification applications [Paper presentation]. 51st Hawaii International Conference on System Sciences (HICSS), Hawaii, United States.
  • Bozkurt, A., & Genç-Kumtepe, E. (2014, February 5-7). Gamification, game philosophy, and education: Gamification [Paper presentation]. XVI. Academic Informatics Conference, Mersin University, Mersin, Turkey.
  • Büyüköztürk, Ş., Kılıç-Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2012). Sampling methods. Pegem A Publishing.
  • Çağlar, Ş., & Arkün-Kocadere, S. (2015). Gamification in online learning environments. Journal of Educational Sciences and Practice, 14(27), 83-102.
  • Campbell, S., Greenwood, M., Prior, S., Shearer, T., Walkem, K., Young, S., ... & Walker, K. (2020). Purposive sampling: Complex or simple? Research case examples. Journal of Research in Nursing, 25(8), 652-661. https://doi.org/10.1177/1744987120927206
  • Cheng, Y. (2021). Can gamification and interface design aesthetics lead to moocs' success? Education-Training, 63(9), 1346-1375. https://doi.org/10.1108/et-09-2020-0278
  • Collins, A., Joseph, D., & Bielaczyc, K. (2004). Design research: Theoretical and methodological issues. Journal of the Learning Sciences, 13(1), 15–42.
  • Cotton, K., Sandry, J., & Ricker, T. J. (2023). The effects of mind-wandering, cognitive load, and task engagement on working memory performance in remote online experiments. Experimental Psychology, 70(5), 271–284.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: Defining “gamification” [Paper presentation]. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere University, Tampere, Finland.
  • Dinç, E. (2015). Validity, reliability, and ethics in qualitative research (S. Turan, Trans.). Nobel Publishing.
  • Doumanis, I., Economou, D., Sim, G., & Porter, S. (2019). The impact of multimodal collaborative virtual environments on learning: A gamified online debate. Computers & Education, 130, 121-138. https://doi.org/10.1016/j.compedu.2018.09.017
  • Ertan, K., & Kocadere, S. A. (2022). Gamification design to increase motivation in online learning environments: A systematic review. Journal of Learning and Teaching in Digital Age, 7(2), 151-159.
  • Erümit, S. F., & Karakuş, T. (2015). A new approach to educational environments: Gamification. In B. Akkoyunlu & H. F. Aytekin İşman (Eds.), Educational technology readings (p. 401). TOJET.
  • Firwana, A., Shouqer, M. A., & Aqel, M. (2021). Effectiveness of E-learning environments in developing skills for designing E-tivities based on Gamification for teachers of technology in Gaza. Education in the Knowledge Society, 22, 23907.
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Details

Primary Language English
Subjects Instructional Design
Journal Section Research Articles
Authors

Erhan Özmen 0000-0002-4013-6004

Ayşe Ülkü Kan 0000-0002-1524-3326

Early Pub Date December 9, 2024
Publication Date December 9, 2024
Submission Date April 7, 2024
Acceptance Date October 15, 2024
Published in Issue Year 2024 Issue: 55

Cite

APA Özmen, E., & Kan, A. Ü. (2024). An Adaptable Gamification Design in Online Education Based on the D6 Gamification Model. Educational Academic Research(55), 57-70. https://doi.org/10.33418/education.1466294

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