A Systematic Design Model For Gamified Learning Environments
A Systematic Design Model For Gamified Learning Environments
Chapter 2
A Systematic Design
Model for Gamified
Learning Environments:
GELD Model
Tugce Aldemir
Pennsylvania State University, USA
Berkan Celik
Middle East Technical University, Turkey & Van Yuzuncu Yil University, Turkey
ABSTRACT
This formative research study is an attempt to develop a design model for gamified
learning experiences situated in real-life educational contexts. This chapter reports
on the overall gamification model with the emphasis on the contexts and their
interactions. With this focus, this chapter aims to posit an alternative perspective to
existing gamification design praxis in education which mainly focuses on separate
game elements, by arguing that designing a gamified learning experience needs a
systematic approach with considerations of the interrelated dimensions and their
interplays. The study was conducted throughout the 2014-15 academic year, and
the data were collected from two separate groups of pre-service teachers through
observations and document collections (n=118) and four sets of interviews (n=42).
The results showed that gamification design has intertwined components that form a
fuzzy design model: GELD. The findings also support the complex and the dynamic
nature of gamified learning design, and the need for a more systematic approach to
design and development of such experiences.
DOI: 10.4018/978-1-5225-6026-5.ch002
Copyright © 2019, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
A Systematic Design Model for Gamified Learning Environments
INTRODUCTION
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A Systematic Design Model for Gamified Learning Environments
gamified experience is designed and how people use it. Putting together the points,
badges, and leaderboards, namely PBLs, as Chou (2015), one of the gamification
pioneers, calls, it may not work to motivate learners. Similar to a successful video
game, gamification also needs its own design process. First and foremost, it is quite
important to examine what makes games so motivating and then, based on a design
model, a gamified experience could be created. Although it can be possible to follow
game design models and principles (Ferrara, 2012) while designing gamified learning
experiences, the relative absence or the inadequacies of a gamification design model
especially tailored for instructional contexts is extremely crucial. This issue has been
the main driving force behind this study.
Unlike the majority of the existing gamification studies focusing on the single
game elements, and how they impact the motivational and engaging nature of
instruction, this paper favors Brown’s (1992) arguments about synergistic nature
of classroom life. That suggests that changing one part of a systemic whole might
create perturbations in the others. Therefore, the design considerations for real-
life classroom environments should be held in a systemic approach that takes all
the aspects into account equally and holistically (Brown, 1992). This concern has
necessitated delving into an analysis of the fundamental characteristics of the
gamification process by specifically looking at the question of how to combine
its components for real-life praxis. Given that, the main purpose of this study is
to produce an instructional design model for a gamified environment and make a
humble contribution to instructional design theory by using empirical data obtained
and analyzed from undergraduate students. The model developed could probe for
further discussions about addressing complex and dynamic nature of the real-life
educational contexts in the process of designing gamified learning experiences.
On the basis of this purpose, this chapter reports on the overall model with the
emphasis of one dominant pattern: the contexts and the interactions between these
contexts. With this focus, this paper aims to posit an alternative perspective to the
existing gamification design praxis in educational contexts which mainly focus
on separate game elements and their characteristics, by arguing that designing a
gamified learning experience needs a systematic approach with considerations of
the interrelated dimensions and their interplays.
LITERATURE REVIEW
Gamification in Education
In education, researchers and practitioners all around the world showed noticeable
efforts in order to gamify learning environments and to reveal the effects of
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A Systematic Design Model for Gamified Learning Environments
Gamification Frameworks
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A Systematic Design Model for Gamified Learning Environments
Gamification Models
There are a limited number of gamification models in the field of education. Huang
and Soman (2013) provided a linear model to apply gamification. They simplified
gamification into a five-step process which are understanding the audience and the
surrounding context, specifying learning objectives, structuring the experience,
identifying resources, and implementing gamification elements. The authors
recommended to follow these steps to apply gamification elements accurately and
effectively to achieve various learning objectives. Appiahene, Asante, Kesse-Yaw,
and Acquah-Hayfron (2017) proposed a model called Appiahene Gamification Model
(AGM) in order to raise students’ programming skills. The proposed model places
users in the middle, and users are connected to each component of the model which
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A Systematic Design Model for Gamified Learning Environments
are understanding the target audience and context, stating the learning objectives,
constructing the experience, preparing the content, identifying the needed resources
and materials, designing and applying gamification element, and evaluating and
taking feedback.
Of the models in the literature, some were proposed for e-learning. Utomo,
Amriani, Aji, Wahidah, and Junus (2014) proposed the gamified e-learning model
based on the Community of Inquiry (CoI) model. The model consisted of four
main components which are the user, learning process, goal, and environment. In
order to reach the learning objectives, the user is required to handle the learning
process in an environment that is facilitated by a gamified e-learning system.
Various gamification elements are applied in each process of the CoI model in a
way that they could motivate students. In this way, they could be more active and
create community of learning. Moreover, Klock and da Cunha (2015) presented a
conceptual model for the gamification process of e-learning environments. The model
aims to help identify the elements involved in the gamification process in order to
guide the application of gamification in e-learning contexts. The model consists of
four main dimensions focusing on information of who (actors of the system), why
(possible desired behaviors), how (which game elements), and what (data involved
in gamification process) should be involved in the gamification procedure.
When compared to other fields, the number of learning specific design frameworks
in the field of education is limited. In practice, majority of the studies lack sound
application of gamification following a formal design process. The procedures and
features in these studies are difficult to be implemented in other studies that will
be carried out by researchers or educators. What is more, the existing learning
specific frameworks do not take stakeholders (educators, students, etc.) into account
even though their argument is to improve the learning experience for these actors.
Without identifying the characteristics, needs and the preferences of these main
actors to inform the design and implementation of learning activities and tools, one
cannot posit deliberate claims regarding to why a particular gamification design
framework is needed (i.e. need analysis) and how it will address those needs. For
these reasons, it is essential to devote more effort to personalization and to integrating
motivational and instructional design into gamified environments (Mora et al.,
2017). Furthermore, aforementioned frameworks or models do not completely guide
the process of gamifying learning environments. How the models or frameworks
were constructed and how the steps or components were related are not explained
thoroughly in the relevant studies. Therefore, there is still need for design models and
frameworks which guide the process of gamifying a learning environment following
a systematic approach that acknowledges the complex and dynamic nature of the
real-life educational contexts.
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A Systematic Design Model for Gamified Learning Environments
METHODOLOGY
Research Design
This study was designed according to the principles of formative research which is
based on the Yin’s (1984) case study approach and has an iterative nature (Reigeluth
& Frick, 1999). Designed Case as one of the subcategories of the formative research,
in which the theory/model is purposefully initiated, was utilized through the study.
The five steps followed are listed below:
Participants
Data were collected and triangulated through observations, documents and semi-
structured interviews to ensure consistency. Observations were done to note the
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A Systematic Design Model for Gamified Learning Environments
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A Systematic Design Model for Gamified Learning Environments
idea about students’ perceptions, and then coded based on open coding method
(Merriam, 2009). Another expert also coded the same data set, and the emerged
codes and categories were compared and discussed until reaching consensus on
them. Concerning transferability issue, the instance of the study was repeated with a
group of students from two different departments so as to identify “situationalities”,
which refers to the fact that some elements might work in some situations but may
not be suitable in other situations, and to reach a data saturation point (Reigeluth
& Frick, 1999, p. 15).
The study was held during two semesters with FLE and ECE groups respectively.
Through all process in each semester, 6D gamification design framework was
adapted to gamify the two courses (Werbach & Hunter, 2012). 6D gamification
design framework was chosen by taking expert opinion and due to its suitability for
procedural instructional design. The arrangements regarding each dimension of the
6D framework are given below:
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A Systematic Design Model for Gamified Learning Environments
The findings of the study are classified under five main themes: Gamification
Related General Issues and Perceptions, Gamified Course Related General Issues
and Perceptions, People Related Issues, Design-Related Issues, Game Elements.
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A Systematic Design Model for Gamified Learning Environments
1. Gamified Environment
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A Systematic Design Model for Gamified Learning Environments
According to some participants, gamified experiences can put the target group in
an immersive state only if it is designed well, which is an idealized situation for
gamification designers (Kapp, 2012).
The results also suggest that a gamified environment should be collaborative
and interactive. The fact that these two elements as the participants thought to be
valuable and essential to be in a gamified environment can easily be interpreted that
involving such social features as interaction and collaboration might intensify the
gamification experience. A similar finding was provided by Koivisto and Hamari
(2014) who stated that integrating social features can create an engaging gamified
experience.
Another metric of an engaging experience, as Zichermann and Cunningham
(2011) state, is virality. Correspondingly, three participants in the study stated that
the gamified experience should cause a spill-over effect, i.e. virality; and the current
gamified environment certainly contained that element as the students shared the
course elements with their social networks on social media tools.
The results also show that there should be a level 0 where novice players are
introduced to the gamified environment. This level should be easy, short, unevaluated
and done with the support of instructors. Kapp (2012) calls this level as free-play,
where players are asked to play the game without any guidance in order to learn the
experience by hands-on experience. Yet, as opposed to free-play, the learners in our
study preferred to be guided. The process including this level is called onboarding in
the literature (Zichermann & Cunningham, 2011), which suggests that at this stage
the players in the gamified experience should be guided step-by-step and the task
should be easy. The onboarding stage should also eliminate the possibility of failure
and requires minimum reading-information to be able to proceed (Zichermann &
Cunningham, 2011), supporting the findings of the study. Creating such an easy
experience might ease the adaptation as the majority of the participants stated
that they needed time to adapt to the gamified experience. In order to shorten this
span, scaffolding and continuous guiding by the instructor are needed. Pulling all
these together, in order to ease the adaptation span of the participants in a gamified
environment, it can be claimed that the onboarding stage should be short, easy and
unevaluated, and guidance should be given continuously up to players/learners’
mastery.
Furthermore, in order to create an immersive experience, coherence of the elements
is essential in a gamified environment. For that, small details are important as they
come together and build a coherent whole, and the narrative is the game element
that would ensure this coherence. Therefore, in light of these findings, it can be
said that the coherence of the game elements around a narrative is important. This
is consistent with the finding of the literature (Zichermann & Cunningham, 2011;
Kapp, 2012; Werbach & Hunter, 2012).
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A Systematic Design Model for Gamified Learning Environments
2. Gamified Course
The results indicate that the overall attitude towards the gamified course is positive
yet, in tandem with the emotional changes the participants might go through, this
attitude might change along the positive-negative line. Therefore, it is clear that the
emotional state is an important element that should be considered while designing
a gamified course. On the basis of the emotions such as boredom, stress, joy,
disappointment, fear and curiosity that the participants said they felt during the
course, it can be possible to evaluate the game elements or the gamified experience.
Emotional states are emphasized in the MDA model as well. The letter A in the
acronym of MDA stands for Aesthetics that means the emotional responses received
from the players while playing game, and according to Hunicke et al. (2004), games
should be designed on the basis of the desirable emotional responses from the
players. However, most of the emotional responses the participants showed were not
the desired ones, and they were mainly because of the management and guidance
issues. Curiosity was a desired emotional response at the beginning of the course;
for that, a narrated acceptance letter was sent to the participants. Several students
stated that this narrated teaser made them curious about the course in a positive way.
Building curiosity at the beginning of a gamified experience would give students
a reason to try the experience. This idea is also supported by Chou (2015) who
presents curiosity as one of the eight core drives for desirable actions in a gamified
environment. Chou (2015) further contends that building curiosity would be the first
step in the discovery phase before the onboarding phase in a gamified experience.
This step is also emphasized by Keller (2010) in his well-known ARCS motivational
model. On the other hand, some participants were uncomfortable with the narrated
teaser as they did not understand it. Therefore, it might be better to get to know
the learners first, and then attempt to design a curiosity building method based on
their interests and background information. After all, as Keller (2010) emphasized,
creating curiosity by ambiguous channels for the learners might not work well.
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A Systematic Design Model for Gamified Learning Environments
For the negative emotional states that the participants experienced throughout
the gamified course, most of them underlined the necessity of continuous guidance
and scaffolding. The participants expressed their dislike of the ambiguity. They
wanted to be informed about all the procedures and the elements used. This has
been one of the most criticized issues throughout the study. The participants seem
to be especially in need of guidance as the course was different from what they had
previously experienced. Therefore, strict scaffolding until they adapted to the course
is found to be needed. They also emphasized that the principles and the elements
used in the course should be presented by an instructor in a face-to-face environment
during the onboarding phase. Until the participants earn their mastery of the process,
a face-to-face scaffolding should be provided by the instructor, and throughout the
process the guidance should continue, which is also reiterated by Kapp (2012).
Another mostly demanded element was feedback. The results indicate that
continuous, immediate, direct, progressive and personal feedback is a critical
element in a gamified learning experience. The works of Kapp (2012), McGonigal
(2011), Werbach and Hunter (2012) and Ferrara (2012) support the importance
of feedback. The scalability in this notion stands as a problematic issue since the
number of the participants and the activities should be manageable by the instructors
and the designers. Yet, in this study, due to the large numbers of participants and
the activities, giving continuous and immediate feedback was not always possible.
For this, an interface that could produce and give automatic feedback to students’
input might be a solution.
According to the majority of the participants, both in-class and online sessions
were needed for a gamified course. They stated that using both the online and
face-to-face sessions can provide the following features: flexibility, ubiquity of
materials, self-paced learning along with social interactions in the class, presence
of and direct interaction with the instructor. The participants either criticized the
face-to-face sessions for not recognizing individual learning preferences or criticized
the online sessions for design of the materials and the lack of online community
building. Considering these findings, integrating online sessions into in-class sessions
for a gamified course might be a necessary element as long as these problems are
addressed in design. Anderson (2001) supports this conclusion by saying that using
online and face-to-face sessions can offer the best of both methods. Integrating online
sessions into in-class sessions can offer a good advantage as students can get the
content through online platform, and class time can be used for resolving problems
and offering personalized guidance.
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The turn and the balance between the face-to-face and the online sections is an
important design decision according to the findings. Some participants wanted to take
the face-to-face session first, and the online session later in order to understand the
content more easily. On the other hand, more participants stated they would prefer
the online session to be first in order to be prepared for the class. The first opinion
might be due to the lack of self-regulation of the participants. For the balance issue,
some participants wanted less online activities while few others preferred less face-
to-face meetings. Since the numbers of the participant with different demands about
the balance were close, it is not possible to come to a certain conclusion. Therefore,
it might be a better idea to ask students about their preferences at the beginning of
the semester.
Throughout the gamified course, contents were distributed in small chunks,
gamified and uploaded to the online system. Such a step-by-step approach, according
to the majority of the participants is a required element in a gamified course. Kapp
(2012) provides the concept of progressive disclosure for such an approach. For a
progressive disclosure, the chunk of the information or the difficulty level should
increase as students become more experienced with the content. However, the size
of the content and the difficulty level of the challenges in the study were stable.
This, according to the participants, led them feel bored. Therefore, step-by-step
approach with progression is suggested for the gamification design. That is not
a surprising finding as the progression is an important game element that gives
players the feeling of development and growth (Werbach & Hunter, 2012), and
it is an important element in the engagement loop (Ferrara, 2012; Zichermann &
Cunningham, 2011). In tandem with the progression demand of the participants,
all of the students also wanted to see their progressions, their teams’ progressions
and peers’ progressions through accessible and visible tools. Therefore, progression
bars making personal, teams’ and peers’ progressions visible should be designed
and implemented in order for learners to keep the track of the progression, which
is consonant with the existing game design literature (Ferrara, 2012; Kapp, 2012;
McGonigal, 2011).
The findings also showed that the instructor continuously needs to ensure
students that the main goals of the gamified course are fun and learning rather than
grading. Unfortunately, it was rather a hard task to do since the participants were
in a grade-oriented educational system. No matter how many times the instructor
encouraged the students to focus on having fun and learning rather than their grades,
most of them could not manage it and kept asking about the grades. Resistance
to such changes at first was a pre-considered situation; therefore, only solution to
this issue might be instructors’ continuous reminders about the goals of the course
being fun and learning. Therefore, we argue that the main purpose of instructional
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A Systematic Design Model for Gamified Learning Environments
seating arrangement, size of the class and number of learners are important design
considerations that play role in the generation of better collaboration and interaction
in a gamified learning environment.
Furthermore, when the results of the study were examined, all of the participants
underlined the value of meaningful learning. Throughout the course, they kept asking
about the value of the content taught, the methodologies applied, and challenges
assigned. This conclusion is coherent with the studies of Kapp (2012), McGonigal
(2011) and Ferrara (2012). An interesting finding as a contribution to this literature
might be that the participants stated the technology integration in the course is
very essential even though the majority of them were afraid of the technology at
the beginning of the course. They stated that they needed to learn technology as
they will use it widely when they become teachers. This result might suggest that
learners attach great importance to meaningfulness.
Another element the participants stated to have great importance is the repetition
of the content. The results showed that uploading the content to the online system,
and asking the learners to read the content and solve the challenges, and then asking
them to participate in-class competitions based on the online materials helped them
to repeat the content, and according to their statements, increased the retention. This
is a rather promising finding, which suggests that a gamified learning environment
may increase retention, depending on the design.
The results further showed that the participants appreciate a flexible environment,
mental breaks and social appraise in the gamified learning experience. For the flexible
environment, the participants emphasized the flexibility of the instructor. For the
mental breaks, in-class anecdotes and funny or do you know types of videos and
pictures placed in the random places in online content were appreciated. These mental
breaks, according to the participants, helped them to re-engage in the content. For the
social appraise, participants underlined having a high social statue among the peers
is rather important for them. Considering this, game elements addressing the social
statue such as leaderboards should be used in the gamified learning environment.
The participants’ demands to see peers’ progress as discussed above might be due
to identify their own social status among the peers. Social status is considered
as an extrinsic motivator by the researcher, and as a characteristic of an extrinsic
motivator it can be limited (Werbach & Hunter, 2012). However, according to the
data analyzed, the participants seemed to enjoy being given social appraise/status as
they liked being on the leaderboard. Yet, about the continuity of the motivator, the
findings showed parallelism with the literature as in both the participants wanted
to be listed on leaderboard all the time. Finally, the results indicated that the whole
process needs to be managed meticulously as participants tend to build negative
feelings as soon as they face a management-related problem.
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The findings of the study necessitated the creation of three interrelated sub-categories
with fuzzy borders: Design, Game Elements and People. These sub-categories
both influence and get influenced by the settings and the overall gamified learning
experience. As the current chapter addresses the patterns of contexts and the
interactions between these contexts, it does not delve into details regarding to the
actors in play within these settings. As an attempt to depict a fuzzy map for the design
process of the gamified learning experiences in authentic educational contexts, the
chapter provides a brief summary of the components and the characteristics of design
and people categories. The category of game elements, however, is not addressed
in this chapter as unpacking it would require delving into profoundly deep corners
of game mechanics, dynamics and components, and game design strategies situated
in the research praxis of gamification domain. As the main premise of the chapter
is to introduce a design model that promotes an iterative and systematic design
process, the examination of game elements was conducted in a subsidiary study as an
initial attempt to develop a design model based on game elements and game design
strategies, which is the normalized research approach to contemporary gamification
design praxis in educational contexts. In order to obtain further information, we
would like to encourage the readers to read our recently published paper that unpacks
the game elements category in-depth (Authors, 2018).
a. Design-Related Issues
This category has three main sub-categories: Interface design, material design, and
feedback design. The interface is the online system integrated into the gamified course,
and the results suggest that ubiquitousness and usability of the interface designed or
implemented are essential characteristics as they may impact students’ approach to
the gamified experience and their online course-related or off-task interactions. The
results suggest that technical problems are most likely to occur regardless of their
sources, and the novelty of the interface design might yield negative implications on
students’ adaptation to the gamified learning experience; thus, immediate, direct and
continuous technical and emotional support is critical. What is more, the students
expressed the importance of an appealing interface design and basing all design
decisions concerning the interface on the narrative selected as the overarching theme
of the gamified learning experience. Lastly, the results posit that the interface design
should accommodate three functions: (1) Chat function to increase collaboration,
peer-to-peer learning and to build an online community, (2) Push notifications to
elicit students’ attention to corresponding tasks, and (3) Visibility of peers’ works to
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help students engage in peer-to-peer learning and self-assess their works comparing
to a pool of collective performance standards.
The materials designed for the gamified course entail any learning content and
activity, and any means for discourse among students and between teachers and
students. As expected, it was emphasized that all the materials need to be designed
in a way that delivers concise amount of information and induces crystal clear
understanding. This request however might raise some practical concerns especially
with the huge amount of content teachers in formal school context are generally
expected to deliver. The results further reveal that students prefer interactive online
content populated with diverse multimedia. A related interesting finding suggests that
multimedia design and integration in the online content do not have to focus on the
content-delivery. Instead, off-task videos, images, graphics and etc., integrated into
content might function as a short mental break and help channel students’ attention
back to the content. Using popular culture references as the off-task mental break
content was especially quite popular among the students. This interesting finding
needs further investigation at wider scope as it might yield practical implications for
online course design. Another interesting result indicates that students did not like
the linear structure of the online content, and preferred game-alike design which
creates a leveling-up system that gives students limited access to the amount of
content and challenges but as they complete the challenges and master the content,
new levels delivering more content and challenges with gradually increasing
difficulty are unlocked.
The final category in the design-related issues is the feedback design, and the
results show that feedback should be immediate, clear, constructive and personalized.
In addition to these findings that repeat what existing literature suggests, the study
also yields interesting findings such as: (1) feedback should be designed based on
the narrative selected/created, (2) audio-based feedback might be a good alternative
to the text-based feedback in online courses, and (3) visibility of peers’ works
brings a new design approach to the peer-to-peer feedback and creates a collective
pool of models of competencies at different levels for students to compare their
performances and progresses.
This category has two main sub-categories: Learners related issues and instructor
related issues. It became clear from the analysis of the data that learner’s characteristics
do play an important role in a gamified course, as they were suggested to be focus
before the course design and during the course delivery. Participants emphasized on
four main issues in terms of the learner characteristics: learners’ background, learning
preferences, learners’ (perceived) technology competence and learners’ interests. The
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results suggest that students thought they learn better when the content addresses
to their emotions. The most interesting finding among these was that the majority
of the participants stated that they were not good in using the computer thus were
scared of the gamified course at first. However, most of those expressed that their
competence with the technology got better throughout the course. Furthermore,
the results show that the majority of the students prefer to have the control in a
gamified course. What is meant by control is the possibility of being able to choose
from a variety of options from which the participants can select the ones they want
to. Volunteerism was the main focus concerning to this issue. What is more, the
results indicate that building good communication among teammates and tracking
peers’ progress are critical factors to consider as one makes design decisions about
seating arrangement, size of the classroom, visibility of peers’ progress online,
and team formation. We applied Bartle’s Player Type test to classify students into
groups. Students’ reactions to this strategy were mixed as some of them enjoyed
forming teams according to their motivation of play while some of them found the
test boring, long and confusing. This result might suggest that further research to
develop and validate a scale that could help identify students’ motivational patterns
can be instrumental.
Second, instructor related issues such as instructor characteristics, communication,
presence of instructor, tracking and support were highlighted by the participants.
All students emphasized that instructor in a gamified environment should be funny,
flexible and open-minded. The novelty and the complex and dynamic nature of
the gamified learning experience necessitated physical, cognitive and emotional
dedication of the instructor. Students emphasized the need for strong instructor
presence, face-to-face communication, and instructor tracking the process of students
and providing support when needed.
CONCLUSION
This study is an attempt to develop a design model for gamified learning environments.
This chapter reports on the overall evolving model with the emphasis of one dominant
pattern: the contexts and the interactions between these contexts. With this focus,
this paper aims to posit an alternative perspective to the existing gamification
design praxis in educational contexts which mainly focus on game elements and
their characteristics, by arguing that designing a gamified learning experience needs
a systems approach with considerations of the interrelated dimensions and their
interplays. As the findings suggest, gamification process is not solely about game
elements and how they are designed and implemented in educational contexts. It
rather entails systematic and iterative consideration of different design decisions
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rooted in the theoretical arguments from various related fields such as education,
game-design, psychology, human-computer interaction and so forth. Even though
the findings are already supported by the existing literature in different fields, this
chapter aims to emphasize a multi-disciplinary theoretical framing and an iterative
and systematic design process to gamification design to better address the complex,
rich and constantly changing nature of classroom environments. The evolving
model suggests that a deductive strategy to identify the dynamic characteristics
and components of the settings and their interplays with the inner categories, and
making the design, development and iteration decisions accordingly might help solve
the criticisms raised to gamification praxis in education field. Such approach might
probe for further examination of gamification design that might yield answers for
how to utilize gamification phenomenon to its full potential. An interesting future
research direction could be examination of the proposed approach in the design and
implementation of fully-fledged educational game in a real-life educational context.
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