Literature Review on Gamification for Educational Content
Daniel Rinaldi
1
, Ridi Ferdiana
1
and Selo
1
1
Department of Electrical Engineering and Information Technology, Universitas Gadjah Mada, Yogyakarta, Indonesia.
Keywords:
Gamification, Education, Game, Motivational Design.
Abstract:
Education is one of many important things that we need as human being. The lessons given at class are
repetitive and a bit boring, that is why we need something to be able to engage learners to learn more. To
do that, educator can implement gamification for subject they teach, might be with a fun quiz, storytelling,
or holding competition. Some other way to motivate learners to learn is by using digital game, an education
game. Education game, if done correctly, will make learners even more motivated to learn and more active in
class.
1 INTRODUCTION
Traditional learning used in school should be changed
following the appearances of new technology. The
coming of new technology like computer and smart-
phone makes the way students learns need to be
changed (Eleftheria et al., 2013) (Aleksi
´
c-Masla
´
c
et al., 2018) (Dicheva et al., 2018). This is caused be-
cause student actually prefer to use computer rather
than books. But, just having the content moved from
books to digital forms is not enough to increase the
student interest in learning, the content need to be
changed in a way which make them enjoyable and
easier to learn, which can be achieved by gamify-
ing them into a fun and engaging educational game
(Cetin, 2012) (Cheng and Su, 2012) (Eleftheria et al.,
2013) (Brayshaw and Gordon, 2016) (Hooshyar et al.,
2015) (Aleksi
´
c-Masla
´
c et al., 2018) (Dicheva et al.,
2018).
Teachers are requested to be even more creative in
presenting their subject in class. Traditional learning
method used in class that rely on blackboard, oral lec-
tures, books and written exercise are becoming less
effective (Barata et al., 2013)(Aleksi
´
c-Masla
´
c et al.,
2018). Students can get bored easily compared to
when they play games, people who play games can
spend hours playing a game (Cheng and Su, 2012)
(Brayshaw and Gordon, 2016) (Aleksi
´
c-Masla
´
c et al.,
2018). Knowing this, many researches have tried to
implement game techniques into learning material,
which can be called gamification (Ymran et al., 2017).
Gamification is a strategy to implement the prin-
ciples of motivation and engagement based on game
element or gaming concept into ordinary tasks or ac-
tivities (Good et al., 2012) (Ying et al., 2012) (Codish
and Ravid, 2014) (Hamzah et al., 2014) Kaneko et
al., 2016;(Wang et al., 2016) (Perryer et al., 2016)
(Basten, 2017). Gamification for educational content
is usually aims to increase the student motivation to
learn the learning material. Gamifying learning ma-
terials will make the educational content to be pre-
sented to the student in a game form. In hope that
the students will be interested and get motivated to
play and learn the material (Tsukamoto et al., 2012)
(Ongoro and Mwangoka, 2014) (Mistry and Al-Anan,
2015) (Ferianda et al., 2018) (Prabawa et al., 2017)
(Wu et al., 2018). Students need to focus on their
study, but they rather play game than study. By gam-
ifying the learning material, students will be learning
while playing a game which can help students to stay
focused while learning through playing the gamified
learning material.
There are a lot of game design which can help in
gamifying the learning material, but not all of the de-
sign can be used as is, which is why we need to un-
derstand a design to help increase student motivation
and engagement to learn the learning material which
should be given from the class (Fathoni and Delima,
2016) (T
´
oth and T
´
ov
¨
olgyi, 2016) (Kuo et al., 2018).
Teachers need to consider some things before gami-
fying learning material. This research focuses on re-
viewing several researches that discuss about using
gamification for non-game content to motivate or en-
gage users. Furthermore, the comparison of the sys-
tem can then be measured later from each aspect i.e.
the best model, framework, and other factors, and also
Rinaldi, D., Ferdiana, R. and Selo, .
Literature Review on Gamification for Educational Content.
DOI: 10.5220/0009866101390146
In Proceedings of the International Conference on Creative Economics, Tourism and Information Management (ICCETIM 2019) - Creativity and Innovation Developments for Global
Competitiveness and Sustainability, pages 139-146
ISBN: 978-989-758-451-0
Copyright
c
2020 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
139
review previous researches related to the method used
to produce a game or system that is suitable for edu-
cational content.
2 DATA COLLECTION
The reference used in this literacy were searched from
lib.ugm.ac.id database (like IEEE and ScienceDirect).
The data used are related to gamification, education
game, technology, and motivational game. Search
keywords which being used are “Gamification”, “Ed-
ucation Game”, and “Motivational Game”. The se-
lected paper which getting referenced in this paper
are filtered by publish date which ranged from 2010
to 2018. The focus in the analysis of a paper is in
the parts of the method and discussion. An impor-
tant point in every chapter of the paper then recorded
to obtain information on the objectives and methods
that being used. In total, 19 reference papers related
to research on the field of gamification and gamifica-
tion on educational content were obtained by filter-
ing process. There are limitations found on this re-
search. Previous researches did not explicitly detail
about their methods and techniques used in develop-
ing and creating the system or game.
Figure 1: Literature Process
3 RESULT
3.1 Literature Review
(Aleksi
´
c-Masla
´
c et al., 2018) impart a gamification
into technology and law course to learn about gamifi-
cation effect on their satisfaction and motivation when
learning through the game given. From the result,
most of the student are motivated to learn through the
help of gamification.
(Eleftheria et al., 2013) used Flow Theory to im-
plement the gamification into an AR learning book.
There are eight elements in Flow Theory:
1. Clear goals or immediate feedback
2. Equilibrium between challenge and personal skill
3. Merging of action and awareness
4. Focused attention
5. Control
6. Loss of self-consciousness.
7. Time distortion.
8. Self-rewarding.
By using Flow Theory, the researcher learned that
in gamification efficient feedback and fast assessment
during learning process is a must, as well as the ability
for learner to learn at their own pace without losing
the element of interactivity and personalized educa-
tion.
Gamifying educational content can be beneficial
for both learners and teachers. By adding game el-
ements, such as badges, rewards, leader boards, etc.
into learning material, learning process can become a
more joyful experience, making a material that looks
unattractive or difficult become easier to learn. Learn-
ers become actively participating in the learning pro-
cess, not just passively learning by reading or listen-
ing in the class.
By being active, educator will be receiving con-
stant feedback from their learners, these feedbacks
can help educator to keep track of the learner progress
which can be used to tailor a more efficient course to
meet the specific needs of each individual learner and
all of the learners.
(Cetin, 2012)) implement gamification using tu-
toring model.
Figure 2: Tutoring Model
As for the element in tutoring model:
1. Input, game characteristics with instructional con-
tent
2. Game loop, consist of four sequences, playing,
thinking, knowing and debriefing
3. Knowledge base, theoretical supporting materials
and activities
4. Output, learning objectives of the module
The tutoring model emphasizes educational con-
tent delivery compared to game elements, each chal-
lenge will produce results explicit output. So, at ev-
ery level is required to have educational content with
outputs that can documented directly. The learners in
this research are college student in computer and elec-
trical engineering major, and by the end of the tests,
it gave a promising and positive result, which means
ICCETIM 2019 - International Conference on Creative Economics, Tourism Information Management
140
that gamification can help them in learning an educa-
tional material.
Some researches being done are using ARCS
game model to impart gamification, especially to in-
crease the user motivation (Cheng and Su, 2012)
(Tsukamoto et al., 2012) (Ying et al., 2012) (Hamzah
et al., 2014) (Wang et al., 2016). Elements of ARCS
model are:
Attention, aims to maintain the level of players’
attention in the game played, this can be done by
giving a response to the player when doing some-
thing in the game or when completing an instruc-
tion in the game
Relevance, aims to help players connect the
lessons learned inside the game to the real world,
this can be done by giving an instruction, back-
ground or story about the game, and can be shown
by giving players some problems in the real world
that are similar to the circumstances given in the
played game.
Confidence, aims to increase the players’ confi-
dence by learning the lessons in games they play,
this can be seen when players are given feedback
like graphics of their status, or by separating some
material and give them in a step-by-step stage.
Satisfaction, aims to give players satisfaction
when completing the game, this can be done by
giving the players some prizes and rewards when
finishing their tasks in game, or by using a leader
board.
(Cheng and Su, 2012) (Ying et al., 2012) (Hamzah
et al., 2014) stated that gamification have a posi-
tive result, which make the learners become more
motivated to learn compared to traditional learning
method.
(Hamzah et al., 2014) stated that to use gamifica-
tion in learning context, it is important to pay atten-
tion to the game dynamics and mechanics used to en-
courage learners’ participation and engagement. The
main aim for using gamification is to help the learners
especially the unmotivated one to be involved in the
process of learning and to interact with other learners,
and these can be done by adding simple game fea-
tures in learning process. This research used ARCS
model and develop the game using MDA framework
(Codish and Ravid, 2014) (Hamzah et al., 2014) (Bas-
ten, 2017):
1. Mechanics
Mechanics consist of the input or functioning
components of game e.g. points, levels, and
badges
2. Dynamics
Dynamics consist of the output given by the game
e.g. rewards and achievements
3. Aesthetics
Aesthetics consist of emotional response desired
by the learners e.g. satisfaction, pleasure and envy
(Wang et al., 2016) use ARCS model as a foun-
dation to gamify the learning material. But, the re-
sult given from using ARCS model is mixed, because
there is not any significant difference in learning per-
formance between the group using the game devel-
oped and the class e-learning system. (Tsukamoto
et al., 2012) learned that when developing a game,
it is important to manage the challenge, it should be
challenging enough for the learners, if it is too chal-
lenging or not challenging enough, the attention of
the learners will diminish which will also affect their
motivation.
(Codish and Ravid, 2014) get a positive result by
implementing gamification by using MDA and adap-
tive gamification framework. By using adaptive gam-
ification framework, the game will be able to optimize
each individual, each individual will have a different
applied rule accordingly without creating a sense of
un-fairness.
(Brayshaw and Gordon, 2016) list four aspects of
game-based motivation:
1. The game player’s perception
2. The game designers’ model of how to motivate
3. Team aspects and social interaction as a motivat-
ing force
4. Psychological models of motivation
A gamification is not a game that used solely for
teaching, gamification is a way to give the learners
an increase of motivation in education interaction de-
sign. Essentially a game teaches a specific material
e.g. math. The advantage of using game compared to
traditional method is the notion of play and fun. The
challenge of the need of engagement and success in
learning can potentially be achieved through gamifi-
cation.
This paper researched about human as a social be-
ing who loves to use social media and learned that
they want to learn on the move. People want grati-
fication and feedback instantly, and for the learning
material, as a game, it should be delivered in a social
activity that the learners desire to engage in.
(Hooshyar et al., 2015) argue that people are dif-
ferent and that makes learners has different way of
learning. Because of this difference, integrating gam-
ification into educational content which aims to im-
prove learner’s learning performance while maintain-
ing the entertaining and engaging aspect of the games
Literature Review on Gamification for Educational Content
141
is a bit difficult, and this is shown from games with
educational purposes usually rigid and not equally
suitable to each learner. So, gamification need to cre-
ate a game that enjoyable and effective besides sug-
gesting only the learning goals or giving learners ap-
propriate reading sequences.
(Barata et al., 2013) create a system to increase
learners’ motivation specifically in attending classes.
This research has already researched that games have
a great potential to improve learning experiences and
learning outcomes. A successful game is the one de-
signed to be challenging enough to prevent learners
to become bored or frustrated, but also not too chal-
lenging to allow the learners to experience the flow of
the game. With this information, the researcher tried
to implement a gamification into the system, which
gave a very encouraging result. The learners show a
notable increase in their motivation, especially in their
attendance and participation in the course, and mate-
rial download prepared.
(Ymran et al., 2017) implement gamification de-
sign driven motivation using Octalysis as the frame-
work.
Figure 3: Octalysis Framework
This framework is used to measure the level of
gamification, it’s based on eight core elements that
related to motivation factors:
1. Epic meaning and calling
2. Accomplishment
3. Empowerment
4. Ownership
5. Social influence
6. Scarcity and impatience
7. Unpredictability
8. Avoidance
The researcher argue that game and gamification
main function is not to teach, but to keep the learn-
ers motivated trough the learning process. Gamifi-
cation is meant to borrow a game mechanic and use
them in a non-game context to make the experience
become more exciting and fun, however, using a game
mechanic without a proper consideration to the learn-
ers’ emotions during their interaction with the game,
would lead to a bad gameplay and can make the learn-
ers’ feel bored. So, the researcher uses the Octalysis
framework, in hope to create a game that mainly fo-
cuses on motivation factors. And the result of the re-
search shows that the resulted game is able to increase
the learners’ motivation.
(Perryer et al., 2016) use the gamified system
whish is aimed at employee of a workplace. The re-
searchers argue that there are a variety of game ele-
ments that already implemented into a non-game con-
text aiming to motivate the employee to achieve an
objective. But, implementing game elements into a
non-game context will not always motivate the em-
ployee, there are even some researches which re-
sulted in demotivation of the learners. So, imple-
menting gamification is not only adding game ele-
ments into a non-game context, but the researchers
also need to satisfy the learners psychological needs,
which means, an appropriate game design and game
mechanics are needed.
(Ongoro and Mwangoka, 2014) is using point
game mechanic to gamify a language material. Tar-
geting the young audience who are children aged be-
low seven, the researchers stated that for young chil-
dren there is a gap in understanding digital multime-
dia. Which is why the researchers doing a bit research
about game design and tried to develop the game ac-
cording with the current technology development and
society needs. As for the result, the children are giv-
ing a positive feedback to the game developed and be-
come motivated to learn more.
(Mistry and Al-Anan, 2015) tried to approach the
use of gamification to increase learners’ attention.
The purpose of gamification is not only to increase
learners’ motivation but also to attract and grab the
attention of the learners. Gamification should pro-
mote the learning process, improve learners’ achieve-
ment and attract learners to maximize their learning
potential and progress. To make this happen, the
researchers are using educational game framework.
This framework considers factors like ‘Challenge’,
‘Feedback’, ‘Social’, and ‘Identity’.
These four factors are having a connection with
“fun”, this is because a game is supposed to be fun,
even though the one created is an education game.
Fun, every game needs a fun factor, it is called a
game because the user can have fun when play-
ing the game. As for creating an education game,
it is true that education content is a must for the
game to be called education game, but fun is also
ICCETIM 2019 - International Conference on Creative Economics, Tourism Information Management
142
Figure 4: Educational Game Framework
an important factor which needed in creating an
education game.
Social, a game is created with the purpose to be
played by many users not only one. Social factor
is aimed to create and increase the chance for the
user to communicate with other user, each user is
different from one another, so they can discuss,
compete, help, and compare their thinking and re-
sult. This factor is also needed to decrease the
stress level of the user, because an educational
content in the game can be absorbed easier in a
team.
Identity, an education game which aimed for
learning will need an identity factor to identify
the user. The identity of the user can be used by
the teacher or admin to track the progress and per-
formance of each user, while they are playing the
game. The identity of the user also can be used to
show the rank and leaderboard of the user in the
game.
Challenge, a challenge is also an important factor
for an education game. Challenge in game can be
given with a gradual increase of difficulty follow-
ing the user progress in-game. With the different
difficulty or subject, the game can help the user to
find out their strengths and weaknesses.
Structure, structure in an education game is a col-
lection of choice, control, goals, and rules of the
game. The structure of the game has to be clear,
so the user can easily understand how to play the
game, and what they need to do to win.
Feedback, feedback from playing an educational
game is a must, not only to give in-game reward
and prize, but also how playing the game can ac-
tually help them in their class. The feedback can
usually be seen from how they get better in their
exam or homework.
Using educational game framework, makes the
gamification being done by the researchers to give a
positive result, that can be seen in the learners’ atten-
dance and test performance.
(Wu et al., 2018) is utilizing gamification to help
learners to learn about chemistry material. The re-
searchers design a model to implement gamification,
that is Card-game, Slides and Learning Sheet (CSLS
gamification model). CSLS model is mainly focused
on collaborating and cooperation learning to increase
the learners’ motivation. The researchers got a pos-
itive result from the learners, the learners become
more hooked to play the game and can understand
the material easier than learning through traditional
model.
(Ferianda et al., 2018) tried to implement gamifi-
cation using Technology Acceptance Model (TAM):
1. Understanding the target audiences and the con-
text
2. Defining learning objectives
3. Structuring the experiences
4. Identifying resources
5. Applying gamification elements
TAM is a model which focused first on the prob-
lem and objectives before adding gamification ele-
ments into the context. TAM is used to identify es-
pecially whether the developed game or system can
be accepted by the learners or not. (Ferianda et al.,
2018) created a system using TAM and got a positive
feedback from the learners.
(Prabawa et al., 2017) tries to apply gamification
by observing some game elements in gamification,
using concept of attainment model:
1. Game-based
2. Game mechanic
3. Game aesthetics
4. Game thinking
5. Engagement
6. People
7. Motivate action
8. Promote learning
9. Problem solving
The resulted system is giving a mixed feedback
from the learners, concept of attainment model is re-
quiring the active participation of the learners, while
not all learners can participate actively.
4 FINDING
From the literacy process described in result sec-
tion, there are some finding about gamification which
Literature Review on Gamification for Educational Content
143
can be described. Gamification can be used for educa-
tional content, but each reviewed paper has a different
way to implement gamification into non-game con-
text. This also caused because the difference in pur-
pose, some of the researches focused to learn about
the increase of learning process, but some others are
focused to learn about the increase of the learners’
motivation in learning and playing the game given,
there are also some researches that tries to under-
stand the increase of the learners’ attention in class.
The most used method in the reviewed papers is
MDA which the three main point of gamification, and
ARCS model which help researchers to develop the
game with learners’ motivation in mind. Adding gam-
ification will need a case-by-case situation, though the
same model or framework will also work in a similar
case. Researchers should first understand the learn-
ers‘ age range, teaching material and environment be-
fore trying to add gamification. After understanding
who are the learners and what teaching material to
give, then the educator or teacher should determine
their purpose in gamifying the teaching material, the
common purposes are:
1. Increase the learners‘ motivation
Gamifying educational content is supposed to mo-
tivate the learners to learn more. So, it is rec-
ommended to use ARCS model because ARCS
model focuses on increasing the learners‘ moti-
vation (Cheng and Su, 2012) (Tsukamoto et al.,
2012) (Ying et al., 2012) (Hamzah et al., 2014)
(Wang et al., 2016). As for the framework, it is
recommended to choose MDA that can be used
to implement ARCS model (Codish and Ravid,
2014) (Hamzah et al., 2014) (Basten, 2017), or
octalysis framework that focuses mainly on mo-
tivation factor (Ymran et al., 2017). For how to
design the game, the four aspect which stated in
research by (Brayshaw and Gordon, 2016) can be
used to outline the game design that focuses in
motivating the learner, as 3 of 4 aspects are fo-
cuses about motivation model.
2. Help the learners‘ to understand the teaching ma-
terial
Each learners are unique, so educator actually
need to first understand who are the learners, be-
fore provide the learners with a material, so it is
recommended to use TAM, as TAM is a model
that focus first on learning the problem and objec-
tive before imparting gamification into the educa-
tional content (Ferianda et al., 2018). There are
also other models that can be used to outline how
to gamify educational content depending on the
main purposes, TAM as stated in research by (Fe-
rianda et al., 2018) is recommended if educator
still have a broad purpose, tutoring model which
being used in research by (Cetin, 2012) is rec-
ommended if educator want to focuses more on
delivering educational content, and CSLS model
which used in research by (Wu et al., 2018) in
their research is recommended if educator want
the learners to learn through collaboration and co-
operation learning. As for the framework, it is
recommended to use MDA or adaptive gamifica-
tion framework that can give a different rule for
each learner (Codish and Ravid, 2014). Some
elements in gamification that need to be noticed
are the learners‘ satisfaction (Perryer et al., 2016)
(Aleksi
´
c-Masla
´
c et al., 2018), efficient feedback
that can be outlined using flow theory (Eleftheria
et al., 2013), and a design according to the learn-
ers‘ needs (Ongoro and Mwangoka, 2014).
3. Increase the learners‘ attendance or attention in
class
Gamification can also help to increase learners‘
learning performance, but to do that, educator
needs to create an enjoyable and effective game
as stated by (Hooshyar et al., 2015) so it is recom-
mended to use attainment model, that needs learn-
ers‘ active participation (Prabawa et al., 2017). As
for the framework, it is recommended to use MDA
framework as stated in research by (Tsukamoto
et al., 2012), or educational game framework that
can help to maximize learners‘ learning potential
and progress as stated in research by (Mistry and
Al-Anan, 2015). The main element to be careful
with is the difficulty of the game, it should not
too difficult or too easy, it have to be challenging
just enough, so the game can hooked the learners‘
attention as stated in research by (Barata et al.,
2013).
5 CONCLUSION
This literacy research contains several references
which are related with gamification and education and
the findings were presented. From the research which
has been done, it can be concluded that there is no
common approach in adding gamification into a non-
game context. But, all the gamification should be in-
line with MDA framework or an upgraded version of
MDA framework. Even though the game mechanic,
model or framework can be different, imparting gam-
ification into a non-game context is possible, and the
result of doing that will vary according with the sit-
uation and the target of the material. Different re-
sults mainly caused by the difference in the learners‘
psychology and environment which also need to be
ICCETIM 2019 - International Conference on Creative Economics, Tourism Information Management
144
researched beforehand to make sure the gamification
can work and give a positive feedback.
In the future, it is expected that there will be an
increasing number of researches related to the gami-
fication especially in the field of education. Gamifi-
cation has been researched for quite some time, and
most of them are researching about using gamifica-
tion to motivate or engage the user, so they can learn
even faster or easier, but research about a negative ef-
fect of gamification and how to counter that negativity
is rarely discussed about, thus this topic is interesting
to discuss.
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