2014
DOI: 10.1007/978-3-319-09635-3_12
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Contextual Gamification of Social Interaction – Towards Increasing Motivation in Social E-learning

Abstract: Abstract.In current e-learning studies, one of the main challenges is to keep learners motivated in performing desirable learning behaviours and achieving learning goals. Towards tackling this challenge, social e-learning contributes favourably, but it requires solutions that can reduce side effects, such as abusing social interaction tools for 'chitchat', and further enhance learner motivation. In this paper, we propose a set of contextual gamification strategies, which apply flow and self-determination theor… Show more

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Cited by 50 publications
(39 citation statements)
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References 13 publications
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“…The authors placed a new emphasis on concise communication for an expanded readership in an environment that is conducive to development, constructive reflection, and analysis in a dynamic interface either in delayed-or real-time. The results by Shi, Cristea, Hadzidedic, and Dervishalidovic (2014) clearly show that social e-learning environments on which these strategies are applied, followed by a user case study, increased learners' perceived intrinsic motivation. Mazer, Murphy, and Simmonds (2007) noted that through access and interaction in social networks, students can more easily discover the interests they share with other students as well as with teachers, which can lead to an easier and more efficient communication between the two parties.…”
Section: Theoretical Contributionsmentioning
confidence: 83%
“…The authors placed a new emphasis on concise communication for an expanded readership in an environment that is conducive to development, constructive reflection, and analysis in a dynamic interface either in delayed-or real-time. The results by Shi, Cristea, Hadzidedic, and Dervishalidovic (2014) clearly show that social e-learning environments on which these strategies are applied, followed by a user case study, increased learners' perceived intrinsic motivation. Mazer, Murphy, and Simmonds (2007) noted that through access and interaction in social networks, students can more easily discover the interests they share with other students as well as with teachers, which can lead to an easier and more efficient communication between the two parties.…”
Section: Theoretical Contributionsmentioning
confidence: 83%
“…In turn, game design elements which are used in the creation of Barata et al, 2014;Bernik et al, 2015;Hanus & Fox, 2015;Holman et al, 2015;Ibanez et al, 2014;Jang et al, 2015;Krause et al, 2015;Laskowski & Badurowicz, 2014;Latulipe, Long, & Seminario, 2015;Leach et al, 2014;Poole et al, 2014;Sillaots, 2014;Utomo & Santoso, 2015) Interaction with learning environment 11 (21%) Boticki et al, 2015;Herbert et al, 2014;Morschheuser et al, 2014;Nevin et al, 2014;Paiva et al, 2015;Pedro et al, 2015b;Pettit et al, 2015) Exercises 6 (12%) Hakulinen et al, 2015;Hasegawa et al, 2015;Lehtonen et al, 2015;Long & Aleven, 2014;Tvarozek & Brza, 2014) Collaboration/discussions/ social interactions 4 (8%) Knutas et al, 2014;Shi et al, 2014;Smith et al, 2014) Projects/labs 6 (12%) (Bonde et al, 2014;Boskic & Hu, 2015;Hew et al, 2016;Landers & Landers, 2015;Sillaots, 2015;Simoes et al, 2015) Tests 4 (8%) Attali & Arieli-Attali, 2015;Christy & Fox, 2014;Tu et al, 2015) Othersgamification scenarios can be divided into three categories: dynamics, mechanics and components (Werbach & Hunter, 2012). 1 Dynamics represents the highest conceptual level in a gamified system.…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
“…and "How to balance points and rewards with play and intrinsic engagement?". For answering these questions and for advancing the understanding of how to build successful gamified educational systems, there is a need for testing systems that support examining the effect of game elements and experimentally Points only 1 (2%) Badges only 9 (18%) Davis & Klein, 2015;Hakulinen et al, 2015;Leach et al, 2014;Long & Aleven, 2014;Pedro et al, 2015a;Tu et al, 2015;Tvarozek & Brza, 2014) Leaderboards only 3 (6%) (Christy & Fox, 2014;Landers & Landers, 2015;Poole et al, 2014) PBL a 14 (27%) Anderson et al, 2015;Barata et al, 2014;Hanus & Fox, 2015;Hew et al, 2016;Laskowski & Badurowicz, 2014;Latulipe et al, 2015;Lehtonen et al, 2015;Nevin et al, 2014;Pedro et al, 2015b;Sillaots, 2015;Smith et al, 2014) Others 24 (47%) (Attali & Arieli-Attali, 2015;Auvinen et al, 2015Bonde et al, 2014;Boskic & Hu, 2015Hasegawa et al, 2015;Herbert et al, 2014;Holman et al, 2015;Ibanez et al, 2014;Jang et al, 2015;Knutas et al, 2014;Knutas et al, 2014;Krause et al, 2015;Mekler et al, 2015;Morschheuser et al, 2014;Paiva et al, 2015;Pettit et al, 2015;Shi...…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
See 1 more Smart Citation
“…Game applications use a lot of elements of gamification (game-like elements in non-game context). The main goal of gamification is to motivate participants and encourage expected behaviors in a meaningful way (Deterding, et al, 2011;Dichev & Dicheva, 2017;Shi, 2014). Current researches on gamification, in educational context, describe how badges affect learners of different skill levels (Abramovich, Schunn, & Higashi, 2013), how badges influence and how leaderboard can impact learning and motivation (Christy & Fox, 2014).…”
Section: Introductionmentioning
confidence: 99%