posted on 01 Nov 2024 by chektien
Guidelines for Gamifying Self-learning Platforms
In this work we focus on a specific aspect which we consider as a kind of immersification approach - gamification.
This work is based on experiences developing gamification for AdventureLEARN, a live university platform for all students in the Singapore Institute of Technology (SIT).
A gamified self-driven learning platform in SIT: https://adventurelearn.singaporetech.edu.sg
The following details guidelines formulated from a research study with 20 tertiary students over 7 days, using AdventureLEARN. Experience sampling and focus groups were conducted to gather data on user experiences with different gamification mechanics.
Co-develop gamification mechanics with platform features
Shorter sprints for later gamification efforts
Understand the range of experiences afforded by each mechanic
Make gameful mechanics meaningful
Include a variety of interactions with gamification mechanics
AdventureLEARN’s gamification system as a boilerplate for self-driven learning platforms
The set of full guidelines for gamifying self-learning platforms:
https://github.com/singaporetech/immersification-self-learning-gamification
Chek Tien Tan, Oran Zane Devilly, Sok Mui Lim, Bavani Divo, Xiao-Feng Kenan Kok, Jamil Jasin, Ker Boon Seaw, and Lin Aung Htein. 2023. The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning Platform. Proc. ACM Hum.-Comput. Interact. 7, CHI PLAY, Article 416 (November 2023), 24 pages. https://doi.org/10.1145/3611062
Sok Mui Lim, Oran Devilly, Jamil Jasin, Xiao-Feng Kenan Kok, Chek Tien Tan, and Foo Yong Lim. 2021. Effectiveness of AdventureLEARN, an online gamified platform for improving approaches to learning. Asian Journal of the Scholarship of Teaching and Learning 11, 2 (2021), 76–92.