Abstract
Gamification is defined as the use of game techniques in a non-game context and has demonstrated potential impact in a wide range of subjects. Informed by the design and processes of digital gaming, gamification often exploits competition to motivate, personified by points, badges and leader boards. Success, however, seems to go beyond these basic features and rely on a concrete acknowledgement of the motivational model of the user, taking into account concepts such as situational relevance and situated motivational affordance, which can be framed under competition and/or collaboration. This paper investigates the impact of competitive and collaborative environments on summative assessment. This study bases its investigation on the StarQuest platform (http://starquest.eu/), a social and gamified collaboration application hosting a private online environment for small groups of individuals to co-curate and share digital contents. Participants were second year undergraduate students (Sport Psychology, n=94), who enrolled on a module entitled "A Fundamental Approach to Motor Learning and Control". The module ran for 11 weeks and the curriculum was delivered using a Problem-Based Learning (PBL) approach. The results highlighted a number of strengths and weaknesses of implementing a gamified online platform for team working, which will inform future design, development and deployment of gamified and learning platforms
Original language | English |
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Title of host publication | Proceedings of the European Conference on Games-based Learning |
Editors | L. Boyle, T.M. Connolly |
Place of Publication | Reading, UK |
Publisher | Academic Conferences and Publishing International Limited |
Pages | 19-26 |
Volume | 2016 |
ISBN (Print) | 978‐1‐911218‐09‐8 |
Publication status | Published - Oct 2016 |
Event | 10th European Conference on Games Based Learning - The University of the West of Scotland , Paisley, United Kingdom Duration: 6 Oct 2016 → 7 Oct 2016 |
Conference
Conference | 10th European Conference on Games Based Learning |
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Country/Territory | United Kingdom |
City | Paisley |
Period | 6/10/16 → 7/10/16 |
Bibliographical note
The conference paper was given at the 10th European Conference on Games Based Learning 6‐7 October 2016. Hosted by The University of the West of Scotland Paisley Scotland. The full conference abstracts are on the Academic Conferences and Publishing International Limited website at: http://www.academic-conferences.org/conferences/ecgbl/ecgbl-future-and-past/. The abstract for this paper is on page 4Keywords
- Blended learning
- Collaboration
- Competition
- Game-based learning
- Gamification
Fingerprint
Dive into the research topics of 'Competition and collaboration using a social and gamified online learning platform'. Together they form a unique fingerprint.Profiles
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Sylvester Arnab
- Research Centre in Postdigital Cultures - Professor in Games Science - Applied Games
Person: Teaching and Research
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Michael Duncan
- Centre for Physical Activity, Sport and Exercise Sciences - Centre Director
Person: Professional Services
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Sarah Kate Merry
- Research Centre in Postdigital Cultures - Research Fellow
Person: Teaching and Research