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A GUIDELINE of DESIGNING GAMIFICATION in the CLASSROOM and ITS CASE STUDY

Author(s)
Towongpaichayont, Witchaya
Date Issued
June 1, 2021
Type
Article
DOI
10.24507/icicel.15.06.639
Abstract
This paper indicates some common mistakes in designing gamification in the classroom which some gamification designers fall to. The paper takes a step back and observes the actual purposes of gamification in the classroom. Some game design techniques are raised for proper designing process instead of just identifying game elements that can be included into the classroom. A guideline of designing classroom gamification is proposed which includes 1) identify the pillar roles of the classroom, 2) identify expected pain points in the classroom, 3) identify expected overall aesthetics and the purposes of including gamification into the classroom, 4) design mechanics in the class, 5) pick the right elements and tools for the classroom, and 6) iterative monitoring and adjustments. A case study of actual gamification implementation in classroom of undergraduate level is provided which has been conducted in four semesters. It received increasing assignment turn-in rate from 82.86 percent in the first semester to 92.86 percent in the latest semester. On the other hand, the satisfactory rate of students is steady with 8.80 out of ten in the first semester to 8.96 out of ten in the latest semester. These designing guideline and case study are expected to help understand the gamification design process for a classroom.
Citation
Icic Express Letters, 15(6), 639-647, 2021
Subjects

Education

Game aesthetics

Game design elements

Gamification

Pain points in classr...

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