Gamifying Learning Assignments with Micro Design Approach
Ahmed Hosny Saleh Metwally
1a
, Ahmed Mohamed Fahmy Yousef
2b
and Wang Yining
3
1
School of Information Science and Technology, Northeast Normal University, Changchun, China
2
Faculty of Specific Education, Educational Technology Department, Fayoum University, Egypt
3
School of Media Science, Northeast Normal University, Changchun, China
Keywords: Gamification, Micro Design Approach, Design Framework, Gamifying Assignments, Homework.
Abstract: There are convenient sets of design approaches that have been used to design different kinds of resources in
Human-Computer Interaction (HCI). Many schools and educators are facing a formidable challenge that is
how to make homework a valuable and interesting part of the learning process. This paper introduced a micro-
design approach to support students in not only doing their homework, but also, learning from the assigned
exercises that led to the extraction of the procedures for gamifying assignment with the approach, and a
suggested conceptual design model called “Snowflake”. The “Snowflake” model is based on the idea of
integrating raw resources and behaviours with the elements of gamification to form a micro gamified
experience, which combines many items that lead to gamified assignments on the macro level. The most
obvious finding to emerge from the design is that micro-level analysis has a positive impact on gamified
assignment, which begins with the identification of raw objects such as quizzes, lessons, learning objects, and
tools. Moreover, the linking of raw objects and gamification elements reflecting in a micro-gamified task,
operation, exercise and assignment.
1 INTRODUCTION
Design-based learning is a term that describes how
learners absorb, process and retain knowledge during
learning. In recent years, there has been an increasing
interest in the development of gamification in almost
every field. Gamification seeks to promote
motivation and learning engagement with applying
game features in a non-game context. A dynamic area
of interest across all levels of global education is the
use of technology to enhance the student learning
experience. Education and training are fields in which
gamification has taken a wide interest. The use of
classroom gamification can turn a traditional class
into an engaging and motivated one. There are two
types of effect which result when learners utilize
gamification software. Firstly, gamification provides
an immersive learning experience using experience
points, badges, avatars, and leaderboards. Secondly,
it promotes additional learning experiences where
learners can interact, collaborate, and take ownership
of their learning.
The
generalisability of much published research
a
https://orcid.org/0000-0002-9545-5870
b
https://orcid.org/0000-0003-0522-0734
on gamification design included many approaches
and frameworks. However, few of them are had a
clear vision of the design aspects. The most known
gamification design frameworks, MDA with the
design components: Mechanics, Dynamics, and
Aesthetics (Hunicke, Leblanc, & Zubek, 2004, p.23).
Octalysis framework which included 8 Core Drives:
(1) Epic Meaning & Calling, (2) Development &
Accomplishment, (3) Empowerment of Creativity &
Feedback, (4) Ownership & Possession, (5) Social
Influence & Relatedness, (6) Scarcity & Impatience,
(7) Unpredictability & Curiosity, (8) Loss &
Avoidance (Chou, 2019). Besides, the 6D framework
contains the following steps: defining business
objectives, delineate target behaviours, describing the
players, devising the activity loops with thinking of
the fun, and finally, deploying the gamification
system with the appropriate tools (Werbach &
Hunter, 2012, p.86). SDT framework based on Self-
Determination Theory is a common framework in
gamification design with the following steps:
discovering, identifying players’ profiles and
motivational drivers, setting up goals and objectives,
describing skills, tracking and measuring, defining
710
Metwally, A., Yousef, A. and Yining, W.
Gamifying Learning Assignments with Micro Design Approach.
DOI: 10.5220/0009818707100717
In Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020), pages 710-717
ISBN: 978-989-758-417-6
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
lenses of interest, desired outcomes, play-testing, and
polishing. Given another example, the proposed
approach of a conceptual framework for designing
gamification structured in four phases: declaration,
creation, execution, and learning (Mora, Zaharias,
González, & Arnedo-Moreno, 2015). However, the
number of gamification design frameworks in
education is a matter of discussion (Mora, Riera,
González, & Arnedo-Moreno, 2017). There is an
urgent need to address designing issues and models
for developing a more holistic understanding
(Koivisto & Hamari, 2019).
This work aims at introducing the gamification
micro design approach and promoting a proposed
design conceptual model with presenting the results
of the initial execution on students’ assignments. We
opt for Concept-Driven Approach as a well-
established methodology in human-computer
interaction and interaction design research that
manifests theoretical concepts in definite designs,
start from conceptual/theoretical rather than
empirical (Stolterman & Wiberg, 2010). Thus, the
contribution of this work provides an innovative and
efficient design approach that can support developing
gamification applications and integrate with the other
design frameworks in the educational domain.
2 RELATED WORK
Different theories exist in the literature of
gamification design for discovering the real situation
of the gamification design processes and extracting
the general themes of designing. Particular attention
has focused on analysis the gamification models
using MDA framework and proposed some strategies
for an effective design according to Mechanics,
Dynamics, and Aesthetics (Kusuma, Wigati, Utomo,
& Putera Suryapranata, 2018). In this regard, Mora et
al. (2017) revealed the main aspects and features in
the analysed gamification design frameworks with
significant findings: (1) the interaction basis is
emphasising gamification as a user experience, (2)
most of the frameworks are seen as user-centred
designs, (3) the need for formal design processes that
emerged from case studies instead of ad hoc
experiences, indeed, they proposed three major
approaches in the analysed gamification design
processes which are: user-centered, game-cantered,
and technology-centered.
The more significant findings to emerge from
literature were that “the need for a conceptual specific
learning framework for designing the process” (Mora,
Zaharias, et al., 2015). The importance of designing
successful gamification applications in education to
support behavior changes (Dichev & Dicheva, 2017).
Indeed, Ronsivalle & Metus (2005) indicated that the
learning design process can be classified into two
discrete phases: macro-design and micro-design,
these two phases have different aims, different
specific activities, different outputs. The
microfoundational approach investigates the link
between macrolevel constructs and microlevel
constructs, which works when the relationships
between constructs on a macro level are
inapprehensible (Leclercq, Poncin, & Hammedi,
2020). There is a need for an innovative design
approach like the micro design approach, which could
increase motivation and engagement and contribute
to the field of gamification design. Proposing this
approach was a result of conducting previous design
iterations for gamifying homework assignments and
tracking the results (Metwally, Yousef, & Yining,
2019). We found that students tend to complete the
short-gamified assignments and obtain the rewards,
and dislike the long sequences of assignments which
affect their engagement. We also noticed that there is
an apparent lack of introducing this approach
comprehensively and deeply to describe the
procedures of this design approach. Moreover, the
scarcity of the supported studies discussed the
concept of micro gamification in general without
addressing the aspects of the design.
3 THE GAMIFICATION MICRO
DESIGN APPROACH
The specific objective of the micro design approach is
designing gameful experience and overcoming the
problematic issues with the previous design
approaches. The idea of micro design approach came
from the human being’s preferences of achieving
simple and small tasks besides the boredom feeling
after dealing with routine tasks, especially if these
kinds of tasks lacked the interest. The philosophy
behind our thinking of the micro design approach
emerged from the quote of Creighton Abrams: “When
eating an elephant take one bite at a time”. Take a
small portion to handle it. The micro design works on
the same line to design on small-scale. Instead of
doing the whole task on time, split the big task to
micro tasks. The micro-level design is not a new
concept which has been used many years ago and has
been poorly defined (Snelson & Elison-Bowers,
2007). We argue that the micro design approach is the
new direction in the track of gamification design;
Gamifying Learning Assignments with Micro Design Approach
711
with studying micro design strategies for persuasive
game design that help the designers in gameplay
establishing (Kors, 2015).
Applying gamification design approaches on the
macro level includes the whole process of situation or
context, it could cause the feeling of the heavy task
even with applying the extrinsic motivation
affordances. When implementing the gamification
elements, the user interaction nature with the gameful
experience requires long sequences of actions and
responses for obtaining rewards. On one hand, for
instance, at the beginning of the experience, the users
are interacting with the treatment for discovering and
achieving the goal; during their interaction and
responses; the gamification system is rewarded them
based on their activities. However, their expectation
may exceed the capacity of the gamified system so
they may decide to withdraw gradually. On the other
hand, the micro level of instructional design, using
small units of instruction is essential to reduce the
cognitive load by placing “just in time” information
within complex learning situations (Snelson &
Elison-Bowers, 2007). Regarding User Experience
(UX), micro (UX) concentrates on optimizing of UX
in the following embodiment design stage by
predicting the user’s perception and processing; it can
be achieved with less effort, short-term, with a
sufficient outcome and without influencing existing
development processes (Von Saucken, Michailidou,
& Lindemann, 2013).
The implication of the success factors could be
inspired by the successful practice of the app
“TikTok”
1
for a short-form mobile video, which
ranked as a most downloaded app in 2019 compared
to YouTube. Both applications provide video
services, but TikTok satisfies the users’ expectations
with an endless stream of short videos. It could be
explained on the micro design approach that the users
tend to the simplicity and shortage of spending time
on watching the video clips as well. In addition, the
curiosity of the unexpected short videos views. The
process of designing using a collection of atoms
(Mora, Riera, Gonzalez, & Arnedo-Moreno, 2015).
This approach could be applied for gamifying
education and motivating students to achieve
complicated tasks or to keep their attention by
innovative designs. With the micro design approach,
the process is simple and more straightforward to
divide the course into units or modules; which have
small chunks of micro content. On the same note,
Yousef, Chatti, & Schroeder (2014) highlighted the
need to design “Self-Assessment utilized short
1
https://www.tiktok.com
quizzes to help participants formatively assess their
own learning”.
Thus, a good micro-design process requires a
rigorous analysis of content (Ronsivalle & Metus,
2005). Micro content “relates to a single internet
resource, which can be referenced directly by a URL,
and may consist of a slide of a presentation, parts of
an animation sequence, an interview, a test
question….These contents all relate to entities below
the course or lesson level” (Kerres, 2007). Every
module may include some activities, mini tasks,
learning objects, short assignments in which the
gamification elements can be implemented in
different ways. As an example, Butgereit (2016)
aimed at gamifying mobile micro-learning through
enabling the QR code to connect to a short mobile
micro-lesson in less than two minutes to read on a
mobile which included challenge or mission and
game mechanics like onboarding, challenges,
rewards, and competition.
The reward system considers awarding the
students on the activity instead of the activities which
are categorized and separated on different milestones
instead of calculating the total points. The micro
gamification design isolates units or items like grade
book, assignment, mini-stories, syllabus, activity
while behavior changes are limited to the unit/item
level comparing to macro gamification which
gamifies the environment or the activities (Jones,
2014).
This approach is working with the other design
approaches accordingly and can be integrated with
them to design gamification applications. It looks at
the process from the microlens. This approach gives
each unit a unique design. It means that the game
elements may be varied in each unit or lesson besides
the strategy of playing, dynamics, and mechanics.
The design enforces the flow experience and
perceptions of gamification elements that motivate
and reward the response continuously and
immediately after answering the small chunks of the
assignment. It could reduce the cognitive load of
students. The design is directed from down to up,
from objects level to the course level counter to the
typical design practices.
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4 HOW TO APPLY MICRO
DESIGN APPROACH TO
GAMIFY ASSIGNMENT
This section demonstrates how to apply this approach
when gamifying learning assignments according to
the validated processes of gamification design. Most
of the gamification design processes in the literature
mainly include similar processes that emerged from
the conventional model of instructional design
ADDIE. Thus, we adopted the validate method with
the seven phases, which is comprehensive and
detailed of the main processes (Morschheuser,
Hamari, Werder, & Abe, 2017). The design processes
contain the following phases: (1) preparation, (2)
analysis, (3) ideation, (4) design, (5) implementation,
(6) evaluation, (7) monitoring. Gamifying specific
and particular educational context like gamifying
homework is one of the remarkable seeks which has
been addressed in the literature (Metwally et al.,
2019); (Goehle & Wagaman, 2015); (Hakulinen,
Auvinen, & Korhonen, 2015). Thus, we demonstrate
how to implement the micro design approach for
students’ assignments and showing the comparison
between the micro and macro approach (see
table 1)
according to our experience in gamifying homework.
4.1 Preparation
This phase starts with identifying the problem which
likely concerns with motivation and engagement that
evolve, defining the goal of gamifying assignments
besides the related conditions and the requirements.
The general educational objectives should be divided
into specific objectives (sub-objectives). The
outcome of this process is the objectives list from the
general objectives (macro level) to the specific
objectives (micro level). Thus, the objectives of
gamifying students’ assignments are more
concentrated and precisely defined to gamify an
exercise by applying specific gamification elements.
4.2 Analysis
It aims at analysing the context and users. The context
analysis in education will narrow down the analysis
scope to include the module level regardless of the
grade, semester, and course. The hierarchy analysis
includes the small component of the assignments that
likely is the target. The micro gamification approach
recognizes the context of gamifying the assignments
where gamification should be applied.
4.3 Ideation
The innovative and creative ideas are required to
promote the micro design into gamification
experience. It could necessitate developing new
methods and techniques to generate the ideas of micro
design when intending to design micro assignments
and come up with the gamification elements in an
attractive way.
Table 1: Comparing the Main Activities of the Design
Processes between the Macro and Micro Level.
Activities of
Macro level
Phase Activities of
Micro Level
General
objectives
Preparation
Specific
objectives
Start from user
needs
Existing
product design
The Macro
analysis of
context (Course)
Analysis
The micro
analysis of
context
(module,
concept, skill)
Using the
methods and
tools to find new
ideas
Ideation
Developing the
strategies and
tools for
generating ideas
Prototype of
designing
activities, tasks
Design
Prototype of
designing micro
activities, micro
tasks
Educational
Resources
Learning
Objects
Designing the
gameful
experience with
the gamification
elements
Developing the
gameful
experience with
the micro
gamification
elements
Unify
gamification
system
Implementation
Divergent
gamification
systems
Progression
stairs cycle
Engagement
loops cycle
Long cycles Evaluation Short cycles
Improvement list Monitoring Improvement
list
Effective
gamification
apps.
Result
Efficient
gamification
apps.
Long term Time Frame Short term
4.4 Design
This phase is the core of the micro design approach.
Gamifying Learning Assignments with Micro Design Approach
713
Designing the prototype of the gamified assignments
is a bit different as a result of changing the scope of
the design to the microlens. Indeed, we can develop
prototypes of micro tasks, micro activities, micro
exercises, which would be simple with claiming short
action of the students. It would be worthy of investing
the learning objects in the design of micro
assignments that have specific objectives and
reusable in different contexts. Thinking of the ways
of applying the gamification elements into the micro
assignments should be applied in the design of
prototypes, designing gamification mechanics in a
different way to fit with these assignments. In this
phase, it is crucial to come up with developing new
elements or advancing the way of applying these
elements, especially with a new approach. Planning
the use cases will be varied from the common
practices, including the users’ activities, actions, and
responses to the gamified system owing to the nature
of the micro activities.
Regarding the gameful experience, it is expected
that increasing the students’ motivation when they
answer the micro homework assignments, which is
different from the gamified homework in the macro
gamification systems. In other words, providing the
assignment with the micro approach would reduce the
cognitive load of students and perceptions of
gamification elements that motivate and reward
continuously and immediately after answering the
small chunks of the assignment. It could support the
learning achievement by completing the learning
assignments. This approach will encourage
developing new shapes of scenarios to serve the
micro gameful experience. Moreover, human
motivation and interaction, game design,
gamification system design, and psychology are
substantial knowledge for the instructional designer.
4.5 Implementation
In this phase, developing the prototype and use cases
based on the iterative procedures in the development
cycle, and thinking of the implementation tools are
crucial. According to the prototype of gamified micro
assignments, the development process will consider
the type of resources as well. H5P
is a free tool based
on JavaScript, aims to create, share and reuse
interactive content which may be embedded in any
platform that supports embedded content (iframes).
Seppo
is a promising online tool for creating
educational games to help the instructors for creating
https://h5p.org/
3
https://seppo.io/
educational tasks and developing gamification
experience for their students. These tools support
developing the gamification applications especially
with following the micro approach. It does not require
programming skills so the teachers and the beginner
users can create their applications easily. Regarding
the activity cycles shown in figure 1, both of Werbach
and Hunter mentioned that there are two kinds of
cycles, the engagement loops which can be described
at a micro level (what and why players do, and what
the system does in response), and progression stairs
which provide a macro insight on the player’s journey
of progression (Werbach & Hunter, 2012, p.94).
Managing the implementation is pivotal to follow,
and testing the design approach is essential. It can be
achieved by conducting the usability tests and some
experiments to detect the errors and bugs.
Figure 1: Activity Cycle (Werbach & Hunter, 2012).
4.6 Evaluation and Monitoring
It aims at assessing whether the developed
gamification micro approach attained the defined
objectives, and monitoring the implementation. It
applies the quantitative and qualitative methods aside
from the formative and summative evaluation
methods with considering the scope of the micro
level. According to the results of the empirical
investigation, the design will be improved with
iteration cycles.
5 THE PROPOSED MODEL
“SNOWFLAKE”
Snowflake model is a proposed model inspired by the
natural phenomenon “Snowfall” (Metwally, Yousef,
& Yining, 2020). Simulating what is happening in
this phenomenon could be embodied in the micro
approach. The Snowflake is an essential part of the
snow, which has different constituent shapes resulted
from the occurred combination. According to the
micro level analysis, the process of gamified
GonCPL 2020 - Special Session on Gamification on Computer Programming Learning
714
assignment starts in the first phase from recognizing
the raw objects like quizzes, modules, learning
objects, and resources. Planning of the gamification
elements including mechanics, dynamics, and
aesthetics is required in this phase for designing the
prototypes which include the interfaces, functions,
and game elements. The second phase is the result of
combining the raw objects and gamification elements
in light of the prototypes which lead to micro
gamified task, activity, exercise, and assignment. At
this phase, the micro gamified assignments have been
composed. The micro gamified task or micro
gamified activity is simple and short with a specific
objective and reward mechanism. The central
gamified system is distributed to sub-systems for
managing the gamified assignments. The Snowflakes
or the micro gamified assignments could entangle and
form to another shape, which is the macro gamified
assignments in the third phase. Assembling macro
gamified items and objects could build a gamified
course. The design and development cycle might
work again if the snow melted and turned into the
original items of the row objects as shown in figure 2.
The proposed design model is not isolated from the
other gamification design frameworks and models; it
can be integrated with another approach like MDA
framework. This approach is constant and flexible, it
looks at the situation from the microlens with
reconstructing the design to be shorter and more
effective instead of long and monotonous.
6 FIRST IMPLEMENTATION
Based on the foregoing design principles, processes,
and the model, we implemented a preliminary
execution for gamifying students’ homework
regarding the micro gamification approach. We
targeted gamifying the homework of sixth-grade
primary schools in the English course of the first and
second semesters of the academic year 2019/2020 in
Egypt. We divided the homework of the course into
independent and separate units, each unit divided into
objects. The micro gamification design approach has
been applied to unit five and unit six, which focused
on the micro exercises of the homework. This
implementation resulted from students’ feedback of
previous iterations of gamified homework exercises
which indicated to the long players’journey of the
gamified assignments. We achieved unit five and
collected the feedback and reflections then we
developed unit six in light of these concerns for
improving the design, and for our desire of promoting
the homework as an enjoyable task and simple to
overcome the negative attitudes of perceiving
homework assignments (as presented in figure 3).
The gamification system of these units is independent
of the primary system for each unit, where the
calculation reward system is not connected and
consecutive. The advantage of using this approach is
that the students could answer the exercises without
thinking of their score in the last units, especially the
Figure 2: The Proposed Model “Snowflake” (Metwally et al., 2020, in press).
Gamifying Learning Assignments with Micro Design Approach
715
Figure 3: Examples of the micro gamified exercises.
low achievement students if they failed to collect
points and badges. Completing the homework is more
interesting because the micro assignments give the
feeling of the easy task with the inspiration of
collecting more points when answering more
exercises, taking into consideration the availability of
editing the answer for enhancing the score. The
gamification elements like badges, leaderboard,
levels, challenges, locked items, and feedback make
the learning assignments more enjoyable. It can
promote extrinsic and intrinsic motivation.
After developing the English units, we invited the
English teachers and some researchers to use and test
the treatment. This test was useful to track any
possible errors during their use and for collecting
feedback for enhancing the design. It has been
observed that some researchers were enthusiastic
about collecting the maximum number of points and
keen to answer the questions many times to advance
their score if they answered wrong.
As a result, they appreciated the design and
expressed their positive comments in the gamified
homework. The English teacher expressed an
appreciation of the homework design. Thus, we
achieved the implementation with (14) students of
sixth-grade primary school. We invited them with
supporting of the teachers to complete their
homework on the platform and respond to the
questionnaire. The findings resulted from students’
feedback on the platform beside their responses to the
questionnaire. The most significant finding showed
that the micro design approach has reinforced the
perception of motivation, enjoyment, and satisfaction
with completing the gamified homework. Below are
the positive comments made by the researchers, and
the students.
“I liked these exercises. Especially their simplicity
and attractive design. Questions in each unit were
given accordingly matched for their topic.”
“This app is very good I love it so much. I think I get
all the badges. I had some fun while I did it. Thank
you very much.”
“It was very motivating and innovating. Keep adding
more tasks.”
“I like these exercises. I got badges. I really enjoy
doing homework. I like all the parts.”
“I liked very much. Badges were nice. I enjoyed doing
the homework.”
7 FINAL REMARKS
This work presented a micro design approach for
designing gamification of learning assignments,
resulted in extracting the procedures of gamifying the
assignment with the micro design approach, and a
proposing a conceptual design model called
“Snowflake”. The approach is based on the micro
insight of designing and delivering the gameful
experience besides the assumption that the motivation
and achievement rates can be increased if we divided
the gamified task into gamified small tasks. It gives a
great value to the small components and simple units
for achieving the objectives gradually. The
“Snowflake” model is based on the notion of
combining the raw resources and activities with the
gamification elements to form a micro gamified
experience, which combines many items that lead to
gamified assignments on the macro level. Then, it
could be moved to the raw shape again in a cycle. We
followed our approach with a pilot and initial
implementation of the gamified assignment. As future
work, we consider the expansion of the execution of
different learning activities and contexts. The
validation through implementing the proposed
approach and investigating the results is worthy of
considering in the future.
ACKNOWLEDGEMENTS
The authors would like to thank Northeast Normal
University for providing initial funding for this study.
GonCPL 2020 - Special Session on Gamification on Computer Programming Learning
716
We are also immensely grateful to Seppo team for
their helpful advice on various technical issues and
providing us with an open license with unlimited
usage during our investigation.
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