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Inocencio, Fabricio. (2018, December). Using gamification in education: a…
Inocencio, Fabricio. (2018, December). Using gamification in education: a systematic literature review. [Research Paper]. Thirty Ninth International Conference on Information Systems, San Francisco 2018. https://www.researchgate.net/publication/330093575_Using_Gamification_in_Education_A_Systematic_Literature_Review
Gamification
Constructs
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Engagement
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widely misused and overgeneralized by the educational community, including by researchers (P.5)
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Self- efficacy
an individual’s beliefs or expectations about her or his ability to successfully perform a task or behavior (Bandura 1977) (P. 8)
positively associated with learning performance and career interest in mathematics, science and technology(P. 8)
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Attitude
an individual’s disposition toward or against a target object, which can be a phenomenon, person or thing (P.5)
Satisfaction
Information Systems context- satisfaction can be defined as a positive cognitive and emotional evaluation that represents an individual’s expectations toward a system’s experience and performance (P.5)
associated with positive attitudes that lead to intentions of system continuance, including in the learning and hedonic contexts of IS (P.5)
"Gamification systems have the potential to foster students' engagement and enhance their learning performance" (P. 1)
"The belief about gamification effectiveness is taken from the association with the games experience, given its characteristics of being fun and intrinsically motivating" (P. 1)
gamification is not intended to embed an entirely hedonic experience into the task; inversely, an additional layer is added to the context (P. 9)
" gamification elements, working as motivational affordances, are intended to evoke a gaming behavior and stimulate the learner" (P. 9)
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Outcomes
Negative
Measurement
"he literature does not provide a consensus on what constructs should be addressed to create and measure gamification outcomes" (P. 1)
"While gamification elements such as badges, points, and leaderboards can be applied to the educational systems to motivate or engage students in order to increase participation and learning, there is again no clear segregation in IS literature to characterize what are experiential and instrumental outcomes of gamified educational systems. Hence, while the literature still applies distinct constructs interchangeably (Dichev and Dicheva 2017), additional research is needed to move this subject forward" (P.2)
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Theoretical Background
Gamification
"Liu et al. (2017) define gamification as the incorporation of game design elements into a target system while retaining the target system’s instrumental functions" (P. 2)
"Deterding et al. (2011b) state that a gamified system may or may not be in a serious context, but it definitely does not require a full-fledged system, as games do" (P.2).
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Gamification Outcomes
he dual-outcome principle (experiential-instrumental) can also be identified in gamified systems dedicated to enhancing learning (Dichev and Dicheva 2017; Fitz-Walter et al. 2017; Landers 2014; Looyestyn et al. 2017).
(P. 3)
experiential outcomes are mostly associated with hedonic or affective outcomes while the instrumental outcomes are associated with observable schooling results, such as learning performance, retention and student participation
(P. 3).