How To Gamify Learning
How To Gamify Learning
How to Gamify Learning Systems? An Experience Report using the Design Sprint
Method and a Taxonomy for Gamification Elements in Education
Author(s): Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Luiz Rodrigues, Ana C. T.
Klock, Isabela Gasparini, Alexandra I. Cristea and Seiji Isotani
Source: Journal of Educational Technology & Society , Vol. 22, No. 3 (July 2019), pp. 47-
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Published by: International Forum of Educational Technology & Society
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ABSTRACT: One of the main goals of gamification in educational settings is to increase student motivation and
engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various
approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these
approaches are theoretical, and do not provide a proof-of-concept. This paper advances the state of the art by
providing a practical way to help implement this kind of system. In this study, we present, for the first time, how one
can apply gamification elements in a learning system using the Design Sprint method, to guide designers and
developers on replicating this process. Additionally, as starting point, we use a taxonomy composed of 21 game
elements, proposed to be used within learning environments, organised into five game element categories, according
to their goal/usage. Our main contribution is to present how to systematically implement the gamification elements
focused on educational ends, which is of special value to practitioners, designers and developers.
1. Introduction
Gamified systems adoption has increased in the last decade, since the definition was coined (Thiebes, Lins, &
Basten, 2014). These systems aim at using game-like elements to provide a gameful experience to their users
(Landers, 2019; Thiebes et al., 2014). This caught the attention of education professionals, since the field of
education still struggles with motivating and engaging students (Borges, et al., 2014; Lee & Hammer, 2011; Martí-
Parreño, Seguí-Mas, & Seguí-Mas, 2016; Paula & Fávero, 2016; Sánchez-Mena & Martí-Parreño, 2016; Toda et al.,
2018a). In education, gamification consists of using game-like elements to achieve positive impacts in motivating,
engaging, persuading and improving the performance of students (Deterding, Sicart, Nacke, O’Hara, & Dixon, 2011;
Kapp, 2012; Seaborn & Fels, 2014). According to recent research, gamified systems impact on psychological
characteristics, and effective gamified systems lead to behavioural change (Landers, 2019). However, for a positive
impact, gamification needs to follow a well-thought design process; otherwise, it may lead to undesired behaviours,
or worsen performance, due to disengagement or other declining effects (De-Marcos, Domínguez, Saenz-de-
Navarrete, & Pagés, 2014; Dichev & Dicheva, 2017; Toda et al., 2018b; Zichermann & Cunningham, 2011).
Therefore, many authors proposed the use of frameworks and methodologies to support the gamification design
process (Mora, Riera, González, & Arnedo-Moreno, 2017).
However, these gamification frameworks and methods present some limitations, ranging from their purpose, to the
number of definitions of game elements used, which can confuse and drive away designers, developers, teachers, and
instructors who wish to gamify their learning activities (Koivisto & Hamari, 2019; Pedreira, García, Brisaboa, &
Piattini, 2015). Moreover, some frameworks are too generic and do not encompass learning objectives and other
properties derived from the education field, and others are too specific to a given niche (Mora et al., 2017); e.g., the
framework proposed by Kotini and Tzelepi (2015), focused on gamifying computational thinking activities. As for
the definitions, literature sees it as a considerable limitation on the field of gamification, since there are many
gamification frameworks (more than 40, up to date) and all of them use different types of game elements that may
not encompass all elements within a game. Additionally, recent studies report the lack of proof-of-concept in
gamification studies that may support the theories on which they are based (Kasurinen & Knutas, 2018).
ISSN 1436-4522 (online) and 1176-3647 (print). This article of the Journal of Educational Technology & Society is available under Creative Commons CC-BY-ND- 47
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The rest of the paper is organised as follows: the next section introduces the research background, by reviewing
relevant gamification frameworks in education. The research model used in this research is then described, followed
by the description of the application of the taxonomy. Finally, the implications of the findings are discussed, and
conclusions are drawn.
The factors that influence a poor design ranged from users’ demographic to behavioural profiles, context and
learning activities, and the way the gamified strategies were designed, or recommended (Klock, Gasparini, &
Pimenta, 2016; Toda et al., 2019c). Considering the latter, most of the existing frameworks were either conceptual or
lacked proper definitions of game elements. Moreover, recent conceptual frameworks lacked empirical evidence on
their use, which hindered their adoption by teachers and instructors (Pedreira et al., 2015; Sánchez-Mena & Martí-
Parreño, 2016). Furthermore, the lack of proper definitions may confuse designers and other education domain
specialists, since most frameworks used not only different names for the same concept, but also the same definition
for different concepts; e.g., in Gamify-SN (Toda et al., 2018a) the authors define “acknowledgements” as a type of
feedback given to the users when certain actions are performed, while in another framework (Wongso, Rosmansyah,
& Bandung, 2014) the authors define the same element as “medals” or “badges.”
Furthermore, considering frameworks in the field of education, a recent systematic review (Mora et al., 2017) found
6 frameworks. From this group, one is focused on serious games and five others on gamification.
Simões, Redondo and Vilas (2013) presented a framework for educational platforms divided into three groups. The
first group described game elements (N = 12) divided into game mechanics and dynamics. Following, the second
group presented guidelines for teachers, focusing on learning tasks, however, without linking these tasks to the game
elements. A third group connected focused these guidelines, aligning the objectives with the school identity. These
objectives aimed to help students overcome failure, achieve the flow state (Csikszentmihalyi, 1975), experience new
roles and enhance their skills. However, the framework did not present empirical evidence concerning its application
to learning environments.
Following, Wongso et al. (2014) proposed a framework for educational domains focused on linking gamification and
Web 2.0 social features with five steps: Analysis, Design, Development, Implementation and Evaluation. Game
elements and social features are defined in the Analysis step. The authors considered game elements as game
mechanics (N = 7), further linked to tasks developed in the Design phase. Nonetheless, the authors did not present an
empirical validation.
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Concerned with software development, Mora, Zaharias, González, and Arnedo-Moreno (2016) also proposed a
framework for education, called FRAGGLE. This framework used an Agile method from software engineering and
gamification features, aligned with learning objectives, to gamify learning systems. The framework was focused on
aiding developers and designers and consisted of 4 main steps: Declaration, Creation, Execution and Learning. They
considered the use of player profiles to select game mechanics. Again, no empirical evidence was provided, nor a
description on the game elements that can be used.
Finally, the most recent framework for gamified education was designed by Ana et al. (2016) where they developed
a user-centred gamification framework for the educational field. This framework was organised into 7 steps: Who?
What? Why? When? How? Where? How Much? The framework was applied and evaluated with 139 students
enrolled in an online course, providing empirical evidence on its use and efficiency on motivation, performance and
engagement. This is the only framework to have empirical evidence on its use. However, the framework presented
little on the use of game elements and it was focused on learning systems, while ours can be used with unplugged
gamification (i.e., the use of gamification without a computer or digital tool).
Considering the related works, we can observe that none of them presented any kind of validation to the game
elements that were used nor provided usage information of these elements, e.g., how these elements can be applied
within the context of the framework. Only one work presented empirical evidence on its use and another provided
partial evidence (e.g., presented how the system worked). As for the definitions and number of elements included,
most of the frameworks focused only on elements that acted as a kind of feedback (e.g., points, levels and badges)
not considering contextualising elements, such as Narrative and Storytelling. To the best of our knowledge, our study
is the first study to use a validated set of game elements to gamify learning systems. Table 1 presents a comparison
between ours and related works. Some of the studies appear as having provided partial empirical evidences, meaning
lack of methods to measure what was intended or focused upon. Also, none of the frameworks presented an explicit
way on how to use the game elements.
2. Research method
Our study uses the Design Sprint method, developed by GV (Google Ventures). Its focus is to answer critical
business questions through design, prototyping and testing ideas (as a proof-of-concept, i.e., the practical model that
can prove the theoretical concept established by research). It has been used to design new products, develop new
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Figure 1. Design Sprint shortcut to learning, without building and launching (Knapp et al., 2019)
In gamification context, as stated in the previous sections of this paper, one of the main problems of its effectiveness
is the lack of guidelines and coherent methods to create the strategies and/or applications. Therefore, we chose to
work with a systematic and established method for creating and validating new ideas and products, in their
conceptual stages, to evaluate the empirical application of the gamification taxonomy for educational purposes and
allowing for the proof-of-concept for future building and launching of a digital product based on it. The first step to
use the Design Sprint is to set the stage, establishing the right challenge and the right team to deal with it. After that,
the sprint is split into five steps (ideally one for each weekday).
1. Understanding and discussions: The first day of structured discussions should organise the subsequent steps
for the rest of the week. Amongst the tasks included are: establishing a long-term goal and mapping the
challenge, picking a target to work (Knapp et al., 2019);
2. Focus on solutions: On the second day of the sprint, brainstorming is performed, reviewing existing ideas, in
order to remix and improve them. Then, we progress to the sketch phase, emphasising critical thinking (Knapp
et al., 2019);
3. Decision: here, the team chooses one solution to work, test, and validate, creating a step-by-step plan for the
prototype (Knapp et al., 2019);
4. Prototype: In the fourth day/step, the team creates the prototype, focusing on testing with customers (end-
users). Here, all planning is reviewed and organised for the final step of the sprint (Knapp et al., 2019);
5. Test and validate: This includes testing the prototype, interviewing customers and/or learning by watching
them reacting to the prototype. As a result, the team knows whether an idea is feasible or not, ending the sprint
(Knapp et al., 2019).
For our research, we used the Design Sprint method to validate the use of our taxonomy in the creation, prototyping
and testing of an educational gamified application. At this stage of the research, we were not concerned with the
application interface and, therefore, the user prototype. Instead, our focus was on the design of gamification
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The taxonomy used (Toda et al., 2019a) is composed of 21 gamification elements for the education field (Figure 2).
These game elements were collected from the literature and focused on creating a syllabus for gamification in
education. The authors defined a concept, alongside its synonyms, and a definition for each of the 21 elements. This
taxonomy was validated by 19 experts on the field of gamification and education (most of the experts were also
lecturers and professors), achieving an overall acceptance of its elements, concepts and definitions. Thus, in
summary, we chose this approach as it is an expert-validated, state-of-the-art alternative, specifically developed for
educational environments that suits our need.
According to Toda et al. (2019b), those elements have been hierarchically linked by classification into five
dimensions, related to performance/measurement, environment, social/personal interaction and student experience.
Importantly, all the 21 elements contain synonyms of alternate names found in the literature (Table 2), for domain
specialists to be able to use this taxonomy’s recommendations alongside other frameworks. In the next section, we
describe how this method was used in our context and the results arising from it.
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3. Application
In this section, we aim to describe how we used the Design Sprint method to propose the gamification design
instantiating the taxonomy proposed by Toda et al. (2019a). Our main idea was to use the Design Sprint method in
order to think, propose, prototype and evaluate the gamification design. The team is composed of five experts (each
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On the First Day (understanding and discussions), the team members set the long-term goal, mapped project
challenges, and set targets for the project execution. As a result, it was decided to propose a gamification design,
capable of being used in the implementation of different gamified systems and implementing the gamification
elements proposed in the taxonomy. In the challenge mapping stage, four challenges were defined to guide the
project management:
1. Definition of a general gamification design architecture (Day 1 and 2): At this stage, the main objective was
to define a general architecture of a gamified educational system and defining how the elements could be
organised (i.e., on which pages each element should appear); this was done through a brainstorming session.
2. Implementation of the elements according to the taxonomy (Day 3): At this state, the main objective was to
define how gamification elements should be organised and the internal relationships between elements and
activities in the system (e.g., when finishing an activity, which gamification elements should be changed as a
reward to the user); to achieve this step, we mapped the activities and events on the system and matched each
with the elements based on recommendations presented in previous works (Toda et al., 2018a; Toda et al.,
2019c).
3. Gamification design proposal (Day 3 and 4): At this stage, the main objective was to write the documentation
of the gamification design, condensing the results from the previous steps. In other words, this meant
formalising the gamified strategies (A gamified strategy in the scope of this work is an event that links a task
and a given gamification element, e.g., Perform a Login (Task) and receive a badge (Gamification element:
Acknowledgement)).
4. Gamification design instantiation (Day 5): In this step, the main objective was to apply the design in a
learning system.
On the Second Day (focus on solutions), team members reviewed what was defined in the previous day. Through
meetings and brainstorming sessions, the team re-analysed what was proposed and made any changes that could
impact onto the final system. Then, an outline of the proposal was defined, seeking to relate each gamification
element and discussing how the elements could be implemented. These annotations and definitions were made using
Trello (see https://www.trello.com), a system design to manage team projects.
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On the Fourth Day (prototype), the gamification design was discussed among all team members and all team
members agreed with the proposal. Next, through another brainstorming session, the team defined the functions that
would be present in the prototype. On the Fifth Day (test and validate), we analysed the prototype and tested the
gamification elements interactions through decision tables testing, which is a common software development
technique for defining software restrictions and events. It is a systematic method to test input combinations and their
output (Jorgensen, 2013). An example of the Decision table testing can be seen in Table 3, where each “Event” row
is an action that can be performed in the prototype and the following columns are the gamification elements that are
affected by that action.
The system consists of three main pages: Home, where students can track their progress and evolution in the system;
Learn, where students will have educational activities; and Profile, where students will have access to all their
information. The Home page has a sub-page called Store, where students can buy special items. The Learn page has
three task settings (missions), where students will have lessons. The Profile page has a sub-page called Friends,
where students can view other members and follow them. These pages were designed using scenarios and evaluated
using the persona technique, which is based on creating goal-directed, role-based and fictional users that will interact
with the system (De Borba, Gasparini, & Lichtnow, 2017; Nielsen, 2013; Preece, Rogers, & Sharp, 2015). For
example, Gareth, the undergraduate student and avid competitor, who tends to get questions wrong, and may not
notice functionality of the system due to his impulsivity. Or Cynthia who likes to buy clothes in real-life, and is
attracted by the store icon in the system, etc. This technique is used for testing prototypes and can aid designers to
visualise the behaviours within the system. This technique has also been used to evaluate other gamified educational
systems, as seen in Palomino et al. (2019a).
An example for the gamification design is the implementation of the Point element is as follows: “The Point element
will be displayed on all pages (in the fixed header) and will be represented by experience points (XP). The student
will earn seven (or a specific number according to the system specificities) points for each activity done and two
extra points if the activity is done correctly (hit the answer). Points will be updated each time the student completes
an activity group. The total points will also be highlighted on the Profile page.” Table 4 synthesises the proposed
gamification design.
Additionally, there is the limitation of implementing content elements from the Taxonomy by Toda et al. (2019a). By
content elements we especially refer to Storytelling and Narrative (Kapp, 2012; Palomino et al., 2019b) that,
although already mentioned in the literature, e.g., Marczewski’s Periodic Table of Gamification Elements (Tondello
et al., 2016) and Klock’s gamification conceptual model (Klock et al., 2019), lack systematically validated
procedures (e.g., frameworks or processes) guiding designers on how to implement them. For instance, Armstrong
and Landers (2017) investigated the impact of transforming regular texts into scripted texts, thereby making users
interact with texts telling a story, which fits in the Storytelling game element (Toda et al., 2019b). Another example
is Champagnat, Delmas and Augeraud (2010) research which dealt directly with the Storytelling concept applied to
learning. They presented a variation of Campbell’s Hero Journey (Campbell, 2008), specifically, for interactive
storytelling, and detailed how this model could be used in an educational context.
In these cases, authors often rely on some specific or self-developed framework/process for implementing those
elements. Whereas there exist options for developing stories, which might be used for Storytelling (e.g., that used by
Landers et al. (2017)), the literature still lacks a systematic process for adding the Narrative game element to GES,
although research towards this direction has recently emerged (e.g., Marczewski, 2015; Palomino et al., 2019c).
Thus, future studies maturing the field in terms of how to implement content game elements would benefit designers
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Furthermore, defining which set of elements to use together was another challenging process. This happens due the
lack of studies that provide clear guidelines and justifications on the combination of game elements, which has been
pointed as an important aspect in the gamification design (Dichev & Dicheva, 2017; Toda et al., 2018b). On one
hand, each element from the taxonomy used in this work has a specific goal and, therefore, is likely to be used in
different occasions. On the other hand, there are some elements that have similar goals, as can be seen by their
grouping shown in Figure 2. However, selecting which game elements to use together, by simply following their
grouping, might not be the best option as, for instance, one might be seeking to create a gamification design (game
elements set) that involves showing users’ performance (one group) based on their social interactions (another
group). To define those sets, there are two high-level approaches that have been explored: theory- and data-driven
insights.
While theory-driven approaches explore theories such as the self-determination theory (Deci & Ryan, 1985) to
define which game elements to use, data-driven ones rely on, for instance, usage data to select the gamification
design (Meder, Plumbaum, & Albayrak, 2017). On the other hand, the data-driven approaches have recently
emerged, and scholars have defended their benefits over theory-driven ones, in the context of gamification (Meder et
al., 2017) . Given this context, studies on how to define gamification designs based on data have started to appear
(Toda et al., 2019c). Nevertheless, as this is a recent field study, it is yet to mature and further research is required to
both improve the understanding on how to create those data-driven designs, as well as to identify whether those are
more effective than theory-driven designs in affecting users’ behaviour – or perhaps combined approaches are
required.
Another recent, relevant issue of gamification designs that was not addressed by the design we presented in this
study is personalisation. That is, providing gamification design tailored to different user types aiming at improving
their experiences (Oliveira & Bittencourt, 2019). As gamified systems are a specific type of information systems, the
personalisation dimension is an important aspect to be tackled (Klock, Ogawa, Gasparini, & Pimenta, 2018; Liu &
Stacey, 2015). Personalisation emerges as an approach to accommodate different users within the same gamified
systems (Seaborn & Fels, 2014), which is a necessary step, as users have different behaviours, interpretations,
preferences, and experiences (Lavoué, Monterrat, Desmarais, & George, 2019; Orji, Tondello, & Nacke, 2018),
thereby, the same gamification design is unlikely to work for all of them.
Thus, we highlight two closely related research veins that should be tackled. Future studies should further investigate
whether the use of personalisation approaches can improve gamification’s effectiveness, compared to generic design.
The other is that personalisation approaches focusing not only on the users, but also on the task they are performing,
should be performed, to provide gamified design aiming to satisfy users’ preferences, as well as the task at hand.
Consequently, creating guidelines on how to deploy it, which will then support practitioners deciding on how and
whether to personalise the gamification designs of their systems.
Regarding the use of the Design Sprint method, it was noted that this method allowed team members to propose a
solution rapidly and through a critical-creative approach, where team members were able to share opinions on each
step of the solution proposal, and at the same time, criticise colleagues’ proposals and self-criticise their propositions.
Thus, it is possible to conduct further studies using this method and perform evaluations that can measure the
effectiveness of the method in the gamification design process.
Acknowledgement
The authors would like to thank the funding provided by FAPESP (Projects 2016/02765-2; 2018/11180-3;
2018/15917-0; 2018/07688-1), FAPESC (public call FAPESC/CNPq No. 06/2016 support the infrastructure of CTI
for young researchers, project T.O. No.: 2017TR1755 - Ambientes Inteligentes Educacionais com Integração de
Técnicas de Learning Analytics e de Gamificação) and CNPq. This study was financed in part by the Coordenação
de Aperfeiçoamento de Pessoal de Nível Superior - Brasil (CAPES) Finance Code 001.
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