The objective of this output is to improve the users’ motivation when using e-Learning environments by creating applications that are adapted to their gamer profiles. The integration of new gamification techniques in existing e-learning platforms will lead to a student-centered learning experience.
Development of gamification techniques and tools based on general user profiles
The main message based on a first literature review conducted, was that games and game elements have plenty of potential in terms of enhancing students’ motivation. Ultimately, this builds on the main factors of intrinsic motivation: challenge, curiosity and fantasy (Malone, 1981). In practice the successful implementation of gamification especially in the educational context has been challenging. Even though single game elements can enhance, for example, the feeling of competence, the overall experience depends on a complexity of aspects and requires a balance between game design and pedagogy. There are a number of game elements and concepts that can be applied in different ways in the gamification of education. These include elements such as feedback, achievements, goals, visualisation of progression, storyline/storytelling/narrative, playfulness, rules, reflection, loops of engagement, customization, and virtual goods. Based on the review, it is evident that opportunities are abundant but there is no one- size-fits-all solution that is directly applicable in all situations and successful with all users.
Iryna Miakush, Tuula Nousiainen, Marika Peltonen, Mikko Vesisenaho
UNIVERSITY OF JYVASKYLA (JYU)