An example of gamification for pre-service teachers in online higher education: methods, tools, and purpose

Authors

DOI:

https://doi.org/10.1344/der.2025.46.1-14

Keywords:

gamificaiton, ict tools, teacher training, active methodologies

Abstract

Using gamification in teaching practice can be highly effective if educators understand its application. Recognising potential confusion surrounding theoretical approaches to gamification, this paper analyses a specific example of gamification using ICT/ICRT tools for online master’s degree students. It details the design steps, encompassing theoretical foundations, online tools, narrative elements, and practical links to the gamification experience.

This study investigates the impact of gamification on student engagement and satisfaction in a virtual classroom setting. A total of 116 participants completed a questionnaire adapted from GAMEFULQUEST (Högberg et al., 2019) to assess their experiences after engaging in a series of gamified challenges. The questionnaire, translated and validated for Spanish-speaking students, evaluated seven dimensions of gamification: Accomplishment, Challenge, Competition, Guided, Immersion, Playfulness, and Social Experience.

Results indicated high levels of satisfaction, particularly in Playfulness (M=5.84) and Accomplishment (M=5.83), suggesting students valued both the enjoyment and sense of achievement derived from the tasks. Although satisfaction was generally high across all dimensions, the Social Experience dimension received a lower rating (M=5.01), highlighting an opportunity to enhance social connections among students.

These findings underscore gamification's transformative potential in boosting motivation and engagement, especially in higher education. The study emphasises the importance of aligning gamified experiences with students' needs and incorporating elements that foster interaction and narrative engagement. It also recommends further research to explore the long-term effects of gamification on learning outcomes and to identify best practices for its implementation in diverse educational settings.

Author Biography

Milagros Torrado Cespón, Universidad Internacional de La Rioja

Profesora asociada

Departamento de lengua inglesa y su didáctica

Facultad de educación

References

Al-Hafdi, F. S., & Alhalafawy, W. S. (2024). Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review. International Journal of Interactive Mobile Technologies, 18(7), pp. 188–212. https://doi.org/10.3991/ijim.v18i07.45335

An, Y. (2023). The Impact of Gamification on Doctoral Students’ Perceptions, Emotions, and Learning in an Online Environment. TechTrends, 67, 706–717. https://doi.org/10.1007/s11528-022-00833-7

Baptista, R., & Coelho, A. Training and Certification of Competences through Serious Games. Computers, 13(8), 201. https://doi.org/10.3390/computers13080201

Barata, G., Gama, S., Jorge, J., & Gonçalvez, D. (2015). Gamification for smarter learning: Tales from the trenches. Smart Learning Environments, 2(1), 10. https://doi.org/10.1186/s40561-015-0017-8

Buckley, J., DeWille, T., Exton, C., Exton, G., & Murray, L. (2018). A gamification–motivation design framework for educational software developers. Journal of Educational Technology Systems, 47(1), 101–127.

Cabero, J., & Ruiz Palmero, J. (2018). Las tecnologías de la información y la comunicación para la inclusión: reformulando la brecha digital. International Journal of Educational Research and Innovation, 9, 16-30. https://www.upo.es/revistas/index.php/IJERI/article/view/2665

Campbell, J. (2017). The hero with a thousand faces. Yogi Impressions.

Castillo Rodríguez C., & Díaz Lage, J.M. (2020). Creation of digital materials and activities in bilingual subjects: measuring ICT tools’ popularity in a postgraduate academic context. In N. Aguayo Arrabal (Ed.). Educación de las Segundas Lenguas (pp. 75-84). UCOPress.

Castillo-Rodríguez, C.; Torrado-Cespón, M. (2020) Follow the Path: a Learning Proposal for the EFL Flipped Classroom. Digital Humanities Journal, 2 (1). https://doi.org/10.21814/h2d.2539

Díaz Ramírez, J. (2020). Gamification in engineering education–An empirical assessment on learning and game performance. Heliyon, 6(9), e04972. https://doi.org/10.1016/j.heliyon.2020.e04972

Fernández Portero, I., & Castillo Rodríguez, C. (2022) Gamification in the English language class: Analysis of pre-service teachers’ perceptions. Computer Assisted Language Learning Electronic Journal (CALL-EJ), 23(1), 425-444. http://callej.org/journal/23-1/Fernandez-Portero-Castillo-Rodriguez2022.pdf

Garrido Lora, M., Busquet Duran, J., & Munté Ramon, R.A. (2016). De las TIC a las TRIC. Estudio sobre el uso de las TIC y la brecha digital entre adultos y adolescentes en España. Anàlisi: Quaderns de Comunicació i Cultura, 54, 44-57.

Gottlieb, M. (2016). Assessing English language learners: Bridges to educational equity: Connecting academic language proficiency to student achievement. Corwin.

Gunder, A., & Buckner, M. (2023) Story as Pedagogy: Leveraging Narrative Digital Learning Practices in the Instructional Design Process. Ubiquity Proceedings, 3(1): 210-215. https://doi.org/10.5334/uproc.88

Hanus, M.D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort and academic performance. Computers & Education, 80(1), 152-161. https://doi.org/10.1016/j.compedu.2014.08.019

Hernanz, V., Latorre-Cosculluela, C., Suárez, C., Lanchares-Sancho, E. (2024). Revitalising learning in three university contexts: Unleashing the power of the Quizizz app to increase self-efficacy, intrinsic motivation, satisfaction and performance. Education and Information Technology. https://doi.org/10.1007/s10639-024-12779-9

Högberg, J., Hamari, J. & Wästlund, E. (2019) Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use. User Modeling and User-Adapted Interaction, 29, 619–660. https://doi.org/10.1007/s11257-019-09223-w

Jones, M., Blanton, J. E., & Williams, R. E. (2023). Science to practice: Does gamification enhance intrinsic motivation? Active Learning in Higher Education, 24(3), 273-289. https://doi.org/10.1177/14697874211066882

Kabilan, M.K., Annamalai, N. & Chuah, KM. (2023) Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics. Education and Information Technologies, 28, 14249–14281. https://doi.org/10.1007/s10639-023-11723-7

Kaur, K. (2023). Teaching and learning with ICT tools: Issues and challenges. International Journal on Cybernetics and Informatics, 12(3), 15-22. 1 https://doi.org/10.5121/ijci.2023.120302

Kim, J., & Castelli, D.M. (2021). Effects of gamification on behavioral change in education: A meta-analysis. International Journal of Environmental Research and Public Health, 18(7), 3550. https://doi.org/10.3390/ijerph18073550

Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. Retrieved from http://gamemodworkshop.com/readings/xeodesign_whyweplaygames.pdf

Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, 1253549. https://doi.org/10.3389/fpsyg.2023.1253549

Mahoney, K. (2017). The assessment of emergent bilinguals: Supporting English language learners. Channel View Publications.

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., Alias, A. (2021). Between level up and game over: a systematic literature review of gamification in education. Sustainability, 13, 2247. https://doi.org/10.3390/su13042247

Mollick, E. R., & Rothbard, N. (2013). Mandatory fun: Gamification and the impact of games at work. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.2277103

Moreno Fuentes, E. & Lopezosa Martínez, M. D. (2020). Gamificación a través de un proyecto de aprendizaje -servicio: diseñando un breakout educativo desde la universidad para el alumnado de primaria. Eticanet, 20(1), 106-130. https://doi.org/10.30827/eticanet.v20i1.15524

Moreno Ger, P., Burgos, D., Martínez Ortiz, I., Sierra, J.L., & Fernández-Manjón, B. (2008) Educational game design for online education. Computers in Human Behavior, 24(6), 2530-2549. https://doi.org/10.1016/j.chb.2008.03.012

Murillo Zamorano, L.R., López Sánchez, J.A., Godoy-Caballero, A.L., & Bueno Muñoz, C. (2021). Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests? International Journal of Educational Technology in Higher Education, 18(1), 1-27. https://doi.org/10.1186/s41239-021-00249-y

Negre, C. (2017). 'Breakoutedu', Microgamificación y Aprendizaje Significativo. Educaweb. Educación, formación y trabajo. Retrieved from https://www.educaweb.com/noticia/2017/07/26/breakoutedu-microgamificacion-aprendizaje-significativo-15068/

Oliveira, W., Hamari, J., Shi, L., Toda, A., Rodriguez, L., Palomino, P., Isotani, S. (2023). Tailored gamification in education: A literature review and future agenda. Education and Information Technology, 28, 373–406. https://doi.org/10.1007/s10639-022-11122-4

Palomino Fernández, J.M., Cáceres Reche, M.P., & Ramos Navas-Parejo, M. (2021). E-liderazgo y enseñanza a distancia en educación superior. Principales claves. In J.A. Marín Marín, J.C. de la Cruz Santos, S. Pozo Sánchez, & G. Gómez García (Eds.), Investigación e innovación educativa frente a los retos para el desarrollo sostenible. Dykinson.

Perez-Aranda, J., Medina-Claros, S. & Urrestarazu-Capellán, R. (2024). Effects of a collaborative and gamified online learning methodology on class and test emotions. Education and Information Technology, 29, 1823–1855. https://doi.org/10.1007/s10639-023-11879-2

Reiss, S. (2004). Multifaceted nature of intrinsic motivation: The theory of 16 basic desires. Review of General Psychology, 8(3), 179-193. https://doi.org/10.1037/1089-2680.8.3.179

Robson, K., Plangger, Kietzmann J. H., McCarthy, L., & Pitt, L. (2015) Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411–420.

Sánchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education, 144, 103666. https://doi.org/10.1016/j.compedu.2019.103666

Santos Villalba, M.J., Leiva Olivencia, J.J., Ramos Navas-Parejo, M., & Benítez Márquez, M.D. (2020). Higher education students’ assessments towards gamification and sustainability: A case study. Sustainability, 12(20), 8513. https://doi.org/10.3390/su12208513

Schaffer, O., Fang, X. (2024). Player experience. In C, Stephandid and G. Salvendy (eds.) Human-computer interaction in various application domains (chap. 6). CRC Press. https://doi.org/10.1201/9781003490692

Swacha, J. (2023). Meaningful Typology of Gamification Components. 27th International Conference on Knowledge-Based and Intelligent Information & Engineering.

Teixes, F. (2015). Gamificación: Fundamentos y Aplicaciones. UOC Business School.

Torrado Cespon, M. (2021) TIC/TAC y COVID-19: uso y necesidades del profesorado de secundaria en Galicia. Digital Education Review, 39, 356-373. https://doi.org/10.1344/der.2021.39.%25p

Torrado Cespón, M. & Díaz Lage, J.M. (2022). Gamification, online learning and motivation. A quantitative and qualitative analysis in higher education. Contemporary Educational Technology, 14(4), ep381. https://doi.org/10.30935/cedtech/12297

Torrado Cespón, M. & Gómez Domingo, M. (2021) Emotion in online gamification. A case study with pre-service primary school teachers. XI International Conference on Virtual Campus (JICV),, pp. 1-3. https://doi.org/10.1109/JICV53222.2021.9600351.

Torrado Cespón, M. & Santos Díaz, I. (2023). Evaluation of the CleverCookie tool for learning and teaching English as a foreign language. In I. Santos Díaz, M. Torrado Cespón, S. López Pérez & J.M. Díaz Lage (Eds) Current Trends on Digital Technologies and Gaming for Teaching and Linguistics. Peter Lang.

Vogler, C. (2008). The Writer's Journey: Mythic Structure for Writers. Michael Wiese Productions.

Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.

Willig J., Croker, J., McCormick, L., Nabavi, M., Walker, J., Wingo, N.P, & Redden, D. (2018). Gamification and education: A pragmatic approach with two examples of implementation. Journal of Clinical and Translational Science, 5(1), E181, 1-7. https://doi.org/10.1017/cts.2021.806

Zainuddin, Z. (2018). Students' learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126(1), 75-88. https://doi.org/10.1016/j.compedu.2018.07.003

Downloads

Published

2025-02-03

Issue

Section

Peer Review Articles