/slrgamification2018

Research Protokoll Maria Rauschenberger University of Applied Sciences Emden/Leer, Emden, Germany maria.rauschenberger@hs-emden-leer.de) Andreas Willems (University of Applied Sciences Emden/Leer, Emden, Germany andreaswillems666@gmail.com) Menno Ternieden (University of Applied Sciences Emden/Leer, Emden, Germany Menno.Ternieden@hs-emden-leer.de) Jörg Thomaschewski (University of Applied Sciences Emden/Leer, Emden, Germany Joerg.Thomaschewski@hs-emden-leer.de) Supplement of the paper: Rauschenberger, M., Willems, A. , Ternieden, M. & Thomaschewski, J. (2018). Towards the use of gamification frameworks in learning environments. Jl. of Interactive Learning Research,. (Accepted)

Gamification and Learning Environments

Protocol for a Systematic Literature Review please cite as:

V1.3 Maria Rauschenberger, Andreas Willems, Menno Ternieden, & Jörg Thomaschewski. (2018, May 23). Gamification and Learning Environments — Protocol for the Systematic Literature Review (Version V1.3). Journal of Interactive Learning Research. Zenodo. http://doi.org/10.5281/zenodo.3257277
V1.1 Maria Rauschenberger, Andreas Willems, Menno Ternieden, & Jörg Thomaschewski. (2018, May 23). Gamification and Learning Environments — Protocol for a Systematic Literature Review (Pre-Release) (Version V1.1). Zenodo. http://doi.org/10.5281/zenodo.1251887

This is the supplement of the paper:

Rauschenberger, M., Willems, A. , Ternieden, M. & Thomaschewski, J. (2018). Towards the use of gamification frameworks in learning environments. Jl. of Interactive Learning Research,. (Accepted)

Abstract:

Gamification is an established concept to apply game elements in different contexts to engage and motivate users. Gamification has been successfully used in various use cases, application and general frameworks have been established. To support the design of learning environments in order to improve students’ engagement and motivation, applying the concept of gamification is beneficial to emphasis engagement and motivation. This article presents the results of a literature review performed to examine the systematic use of gamification in learning environments. Therefore, ten frameworks matching the search criteria of the systematic literature review are analyzed. The results show that game elements are used heterogeneously and only game elements related to the dynamics, emotions and progression are preferred in learning environments. Because of the diversity of game elements used in the analyzed applications, no reliable standard can be given to design gamified learning environments with game elements. Instead, we provide a short overview of how game elements have been applied in the different application context. As gamification is a relatively young field of research, future work is necessary to give a comprehensive assessment of the topic.

Remarks

— current valid version of the protocol is „ResearchProtocol_v1.3“ as PDF and DOCX