Computer-Mediated Communication and Gamification as Principal
Characteristics of Sustainable Higher Education
Anastasiia V. Tokarieva
1 a
, Nataliia P. Volkova
2 b
, Inna V. Chyzhykova
1,2 c
and Olena O. Fayerman
2 d
1
University of Customs and Finance, 2/4 Volodymyra Vernadskoho Str., Dnipro, 49000, Ukraine
2
Alfred Nobel University, 18 Sicheslavska Naberezhna Str., Dnipro, 49000, Ukraine
Keywords:
Computer-Mediated Communication, Educational Digitalisation, Gamification, Serious Video Games,
Inclusive Education, Socionomics.
Abstract:
Digimodernism and videoludification are the key drivers of present social transformations. Digital pedagogy,
gamification, game-based learning and serious video games (SVGs) supported by computer-mediated commu-
nication (CMC) come to the foreground. Theoretical overview of the CMC, discussion of SVGs for e-learning
in the time of the quarantine, two cases of SVGs’ implementation into educational contexts, efficiency mea-
surement of this implementation, comparison of obtained results with previous data are the aims of this article.
To achieve these aims, qualitative and quantitative research methods were applied. We defined ‘distance learn-
ing’, ‘e-learning’ based on CMC, collected their characteristics, quality parameters and modes. We revised
our previous work empirical data and conclusions. Later, we analysed ‘gamification’, ‘game-based learning’,
‘serious video games’ in contemporary education, presented two case studies of digital games’ integration
into educational process. We used a feedback form, a questionnaire, and a survey to measure the efficiency of
the e-learning courses. We proved that they serve as informative quantitative measurement. We emphasised
the topicality of the options for reorganising and refining distance and e-learning and brought forward the
idea about the new vision of distance and e-learning, gamification of educational process and serious video
games as one more variation of CMC that must drive our decisions about the use of technology, not vice versa.
Therefore, the need to develop teacher-training programs to help educators understand, design, evaluate and
apply CMC and gamified learning applications is set up as the vector of future work.
1 INTRODUCTION
The contemporary educational environment in
Ukraine, as well as in many other countries, is driven
by the post-industrial model of society and post-
modernism that underlie rapid social changes. The
transition from goods’ production to the economy
of services, extensive application of information and
communication technologies, innovation, creativity
and entrepreneurship, international travel, and mi-
gration serve as the main characteristics of societal
models. In the workplace, it is characterised by
professional flexibility and diversity; tasks, projects,
and networks; the necessity to work in a team,
a
https://orcid.org/0000-0001-8980-9559
b
https://orcid.org/0000-0003-1258-7251
c
https://orcid.org/0000-0003-2722-3258
d
https://orcid.org/0000-0003-2487-4063
technological complexity within a rapidly changing
environment. Therefore, the very concept of ‘ed-
ucation’ is currently being revised to support the
postmodern era based on such competencies as social
and emotional intelligence, media literacy, ecological
intelligence, creativity, collaboration and participa-
tory problem-solving (Tokarieva et al., 2019). Today,
there is an obvious need to address the demands of
adult and senior learners as well. That is why, educa-
tion now is being viewed as a process of individual
development, the empowerment with knowledge
from birth to death the process that involves inter-
connectedness and interdisciplinarity, encouragement
of students’ autonomy in the form of self-guided
learning and self-guided education enhancement.One
of the important concepts of today’s educational
systems is ‘ecosystemic relations’ individually
oriented, based on the principles of autonomy, access
to information and feedback,distributed powers, cre-
Tokarieva, A., Volkova, N., Chyzhykova, I. and Fayerman, O.
Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education.
DOI: 10.5220/0012065700003431
In Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology (AET 2021), pages 515-528
ISBN: 978-989-758-662-0
Copyright
c
2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
515
ativity to solve problems, responsibility, dynamism,
teamwork to jointly solve global problems (Luksha
et al., 2018, p. 34-47). Education in the postmodern
context is based on problem and project tasks without
fear of making mistakes; play/game-based learning,
game universes, virtual augmented reality, and
computer-mediated communication (CMC), which
have come to the foreground in the present context
of COVID-19 lockdown and the after-pandemic
period when pedagogies turned from in-personal to
virtual instructions, including distance learning and
e-learning to maintain the barrier-free educational
environment.
Therefore, the discussions around educational
digitalisation and CMC’s implementation into vari-
ous educational contexts continue to gather momen-
tum and are reflected in many contemporary national
and foreign scholarly works. For example, the scien-
tific inquiry of Andreev (Andreev, 2013) is connected
with didactics of distance learning, while Fedorenko
et al. (Fedorenko et al., 2019) analyses the questions
of informatisation in Higher Educational Institutions
(HEIs). Bramble and Panda (Bramble and Panda,
2008) present the various distance and online learn-
ing models. Dabbagh and Bannan-Ritland (Dabbagh
and Bannan-Ritland, 2005) focus on online learning
concepts, strategies, and application. Palloff and Pratt
(Palloff and Pratt, 1999) describe effective strategies
for an online classroom. Rice (Rice, 2006), Bor-
dia (Bordia, 1997), Androutsopoulos (Androutsopou-
los, 2006), Dahlberg (Dahlberg, 2001), Kock (Kock,
2004), Hardaker (Hardaker, 2010), Joinson (Joinson,
2001), Walther (Walther, 1996) – these are just a few
researchers’ names to add to the list, which proves
that both theoretical and practical interests in enhanc-
ing ways and methods based on CMC are topical on
the global scientific scale (Artemyeva et al., 2005).
The literature review would be incomplete if we
do not mention here the scholarly works about educa-
tional gamification and educational video games. For
example, the definition and the structural characteris-
tics of the gamification phenomenon are discussed by
Deterding (Deterding, 2012). Education via gamifica-
tion is analysed by Huotari and Hamari (Huotari and
Hamari, 2012). Professional corporate training based
on gamified applications is presented by Baxter et al.
(Baxter et al., 2017). More recent studies, including
works of Arnab et al. (Arnab et al., 2015), Becker
(Becker, 2017), discuss the formal design paradigm
for serious games. Wouters et al. (Wouters et al.,
2013) present the analysis of motivational and cog-
nitive effects of video games. Questions related to
the game-based curriculum are analysed in theses of
Alkind Taylor (Alkind Taylor, 2014) and Marklund
(Marklund, 2015).
Considering this, the purpose of the article is to
give an overview of the computer-mediated commu-
nication modes and means, as well as serious video
games (SVGs) used for e-learning in the time of the
quarantine by the university faculty; to present two
new cases of SVGs’ implementation into educational
contexts; to discuss the efficiency of the implementa-
tion based on ‘The Instructional Materials Motivation
(IMMS)’ survey by Keller (Keller, 2010b) and a feed-
back form developed by the research team; to com-
pare the obtained results with the previous research
data (Tokarieva et al., 2021).
Stemming from the aim, the following research
tasks were outlined:
1) to generalise the main theoretical and experiential
findings related to CMC modes and means;
2) to discuss in more detail gamification and SVGs in
the context of contemporary educational reality;
3) to present two case studies based on SVGs’ ap-
plication to the learning process and evaluate the
efficiency of this tool;
4) to compare the statistical data with the data from
our previous research work;
5) to make the conclusions and draft the vectors for
future research.
2 RESEARCH METHODS
To address the purpose of the article, a complex of
qualitative as well as quantitative research methods
was applied. Data collection methods were tied in
with the tasks set in the research. There are four dis-
tinct stages of the present research work.
Stage number one theoretical analysis of CMC
(its means and modes) on which a literature study,
backed up by general references, primary and sec-
ondary resources’ analysis, a computer search of
www and databases were used. On this stage the no-
tions ‘distance learning’, ‘e-learning’, ‘modes of e-
learning’ were studied in depth. We also revised the
earlier received statistical data of the research con-
ducted by the authors in 2020 in Prydniprovska State
Academy of Civil Engineering and Architecture, the
Department of Foreign Languages, related to CMC
(Tokarieva et al., 2019).
On stage number two, we traced the transition
from CMC application in education to its gamifica-
tion, analysed the notions of ‘gamification’, ‘game-
based learning’, ‘serious video games’, highlighted
the difference between ‘serious video games’ and
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
516
‘computer games’. We based this analysis on the re-
vision and extension of our previous theoretical re-
search (Tokarieva et al., 2019).
The theoretical part is supplemented with two case
studies: an integration of ‘Globall Manager’ a dig-
ital game for learning into Cross-Cultural Commu-
nication course for students of Philology; and Auti-
Sim’ and ‘Prism’ – games for learning and training of
Educators, Psychologists and Social Workers for in-
clusive education that we undertook on the third stage
of the present work. To evaluate the effectiveness
of these innovative learning tools we used ‘The In-
structional Materials Motivation (IMMS)’ survey by
Keller (Keller, 2010b) and a feedback form at the end
of the study programmes. The criteria of the effi-
ciency of the instructional material evaluation com-
prised the following parameters: attention the in-
corporation of a variety of tactics to gain learner’s
attention; relevance the consistency of the instruc-
tional material with students’ goals, learning styles
and past experiences; confidence helping students
establish a positive attitude, drive for success; satis-
faction – is the maintenance of positive feelings about
learning experiences, i.e. positive rewards and recog-
nition (Keller and Suzuki, 2004; Keller, 2010a). On
this stage we also used a Google Forms with multi-
ple choice/unlimited choice questions to better under-
stand the participants’ experiences with video games.
The fourth stage and the task were to compare the
results of the case studies with earlier data, collected
at Prydniprovska State Academy of Civil Engineer-
ing and Architecture, the Department of Foreign Lan-
guages during March-May, 2020 connected with the
measurement of the e-learning courses’ design effi-
ciency for which the above-described ‘The Instruc-
tional Materials Motivation (IMMS)’ survey that con-
sists of 4 subscales and 36 items was used. The learn-
ers’ motivation levels were measured by applying a
5-point symmetrical Likert scale.
The authors of the article participated in the de-
velopment of the framework for the ‘Globall Man-
ager’ game integration into Cross-Cultural Commu-
nication course, implemented the game into the ed-
ucational process. Also, we collected and analysed
the data from ‘The Instructional Materials Motivation
(IMMS)’ survey, feedback forms about e-learning at
the time of the quarantine; Google Forms results after
Auti-Sim’ and ‘Prism’ games work with educational
and scientific student group ‘Fundamentals of Sup-
port for Children with Special Needs and their Fami-
lies for Pre-Service Specialists’ Training in the Socio-
nomic Sphere’.
3 RESULTS AND DISCUSSION
3.1 Stage One
We begin our results’ discussion with the statement
that because of the increased importance of interna-
tional work settings, much of what we do and how
we communicate have moved to the Web. Commu-
nication, access, and creation of information have be-
come everyday life and work tasks that rely on the use
of personal and networked technologies. Nowadays,
we use Computer Mediated Communication (CMC)
any human communication that occurs through the
use of two or more electronic devices and is exten-
sively used in distance and e-learning to get news
updates from around the world, to research ideas,
exchange photos, publish our thoughts, tell people
where we are and share experiences of all kinds. This
includes text messages, e-mails, blogs and discussion
forums, social networks, virtual worlds, etc.
The focus of our present discussion is ‘distance
learning’, ‘e-learning’, ‘modes of e-learning’.
There are many definitions of the term ‘distance
learning’ that reflect the diversity of approaches to its
understanding. In the most profound studies of the
phenomenon done by Andreev (Andreev, 2013), we
can find the following definitions:
distance learning is a mode of learning, along with
full-time and part-time modes, in which the edu-
cational process uses the best traditional and inno-
vative instructional techniques and tools, as well
as the forms of learning based on computer and
telecommunication technologies;
distance learning is a purposeful asynchronous
process of interaction between the subject and the
object of learning mediated by electronic instruc-
tional tools, where the learning process does not
depend on the spatial location of the participants;
distance learning is a set of educational services
provided to the general public in the country and
abroad through a specialised information educa-
tional environment based on the exchange of edu-
cational information at a distance.
Palloff and Pratt (Palloff and Pratt, 1999) distin-
guish three main characteristics of distance learning:
1) it does not depend on spatial location and time;
2) services are provided through a specialised infor-
mation environment; 3) learning process is controlled
by a student him/herself.
The history of distance learning can be traced
more than two centuries back and is connected
with the emergence of the correspondence institution.
Other forms of communication developed during the
Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education
517
period of industrialisation and are associated with the
invention of the radio and television, i.e., radiocourses
and television courses. Later on, the appearance of
the World Wide Web played the most significant part
in the spread of the remote mode of learning. Conse-
quently, the historical development of distance learn-
ing is reflected in its models’ evolution on the ba-
sis of a correspondence mode, an online mode, an e-
learning mode (Bramble and Panda, 2008).
The term ‘e-learning’ also has a big number of in-
terpretations and is used in different ways, depend-
ing on pedagogical goals and contexts. Our search
for e-learning definitions via Google Search Engine
yielded 1330000 entries. The generalised definition
of e-learning describes it as a variation of distance
learning that has gained active development due to the
emergence of new technologies.
It is true that the e-learning model is the latest
in the history of distance education and has a three-
dimensional structure. Through the training based on
e-learning principles, students can acquire knowledge
anywhere, anytime, and at any speed (Im, 2006).
The Instructional Telecommunications Council
defines distance education as “the process of ex-
tending learning, or delivering instructional resource-
sharing opportunities, to locations away from a class-
room, building or site, to another classroom, building
or site by using video, audio, computer, multimedia
communications, or some combination of these with
other traditional delivery methods” (Dalziel, 1998).
The European e-Learning Action Plan defines e-
learning as the use of the latest multimedia technolo-
gies and the Internet with the aim to improve the qual-
ity of the education through granting access to re-
sources and services, distance exchange, and coop-
eration (Beauvois, 1997).
According to the method of interaction, such
modes of e-learning can be distinguished: the in-
teraction between a student-electronic environment,
student-student, student-teacher, teacher-electronic
environment, interaction inside the educational com-
munity. According to the time criterion, e-learning
organisation is classified as asynchronous (different
times of teaching and learning), synchronous (teach-
ing and learning take place at the same time), or
a combination of the two. For example, asyn-
chronous communication (e-mail) allows using au-
thentic speech and meaningful context. Compared
to face-to-face communication and synchronous on-
line tools, this environment gives students enough
time to reflect and formulate their utterances. Syn-
chronous communication real-time communication
(text chats) simulates conversation but is not compli-
cated by the possible ‘dominance’ of direct discus-
sions. Research confirms the fact that students par-
ticipate more often and more proportionately in on-
line discussions than in face-to-face communication.
It should also be added that online discussions create
a student-centred environment in which they are more
willing to take risks (Abrams, 2006).
According to the criterion of technological means’
utilisation, e-learning can be computer-based, laptop-
based, video conferencing-based, forums-based,
weblogs-based, etc. By the methods of information
transfer – text, sound, picture, video, animation, sim-
ulation, interactive resources based, etc.
In our article, we use the term ‘e-learning’ broadly
to relate to the learning environments where CMC is
used as a fundamental of educational instruction.
We consider it necessary to illustrate the above-
presented theoretical reflections with the summative
overview of the empirical results obtained at the De-
partment of Foreign Languages, Prydniprovska State
Academy of Civil Engineering and Architecture at the
time of the quarantine, the year 2020.
Based on the statistics received from Analysis
of the E-Learning Tools Preferences’ form dissem-
inated among the teaching staff of the department
(the sample of 30 teachers), the most popular video-
conferencing platforms chosen by teachers of the de-
partment were Skype and Zoom, while Google Hang-
outs and Discord with video-conferencing features
were found less popular. The popularity of Viber
is also explained by its video-conferencing function.
Social networking apps that were actively used by
the faculty were Telegram and Viber. E-mail service
was also chosen for the asynchronous correspondence
with students. Google Classroom was applied by in-
structors to exchange texts, audio, video, and hyper-
linked material (figure 1).
Figure 1: E-learning tools preferences.
Our experience has also provided qualitative data.
For example, the benefits of Skype’s application, ac-
cording to our staffs’ opinion, lie in the number of
video chat participants (which is unlimited), the ease
of operation on the screen, the inclusion of such
activities as speaking, reading, and, partially, writ-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
518
ing. Regarding the use of Google Hangouts appli-
cation, which is almost identical to Skype, a ‘Share
Screen’ feature that lets students see what the instruc-
tor demonstrates on the monitor: files, videos, etc., a
‘Chat History’ feature that records the number of peo-
ple attending each class are regarded as supportive. At
the same time, it does not have a file-sharing feature
and the number of video chat participants is limited
up to 10. When it comes to written assignments, the
Google Classroom application is named as the best
fit. Here, an instructor posts assignments and sets
up the deadline, selects students for whom the tasks
are assigned, evaluates students’ works (the number
of points is selected on a different scale principle fol-
lowing the instructor’s choice). It is also interesting
to mark here that back in March-May 2020 Google
Meet was not as popular an application as it is now.
A separate part of our discussion was given to the
Zoom platform’s analysis, as teaching on this plat-
form, judging by our teachers’ feedback, is challeng-
ing. This is connected with the phenomenon, de-
scribed as ‘Zoom fatigue’.
Those teachers who used this video-conferencing
platform complained that after two sequential ses-
sions they were more tired than after the same num-
ber of face-to-face lessons in a real class setting. One
of the explanations for this is provided by (Joosten,
2022). She attributes it to the Gallery view when
all the sessions’ participants appear, which challenges
the brain’s central vision, forcing it to decode many
people at a time. Moreover, ‘one of those boxes on the
screen is you’, which may mean that we spend more
energy on monitoring our non-verbal communication
than we do in person (Supiano, 2020). What we also
experienced was a shift towards teacher-centricity and
one-way communication that contradicts the conclu-
sions of the Instructional Telecommunications Coun-
cil about the effectiveness of e-learning that lies in
its individually-oriented nature and student-centricity
(Dalziel, 1998).
On this stage, we also organised a brief question-
ing of students as to what most difficult aspects of e-
learning they could name. The question we asked was
‘What is the most challenging for you in e-learning?’
The possible alternatives were pre-formulated for the
students to choose from and the number of choices
was not limited. Our statistics look as follows:
1. Problems with self-organisation, high level of dis-
traction – eight students – 34.8%.
2. The excessive number of educational tasks – eight
students – 34.8%.
3. Dependence on technical means twenty stu-
dents – 86.9%.
4. Poor quality of home Internet fourteen stu-
dents – 60.8%.
5. Restrictions on obtaining practical skills five
students – 21.7%.
6. Lack of opportunity to communicate freely with
the teacher – none – 0%.
7. Lack of control over the level of knowledge
three students – 13.04%.
8. Insufficient duration of classes (time limit)
none – 0%.
9. The quality of the material taught four students
17.4%.
10. Insufficient theoretical materials to perform tests
and/or tasks – seven students – 30.4%.
11. Lack of opportunity to communicate with other
students – thirteen students – 56.5%.
12. The need to learn how to work online three stu-
dents – 13.04%.
It is necessary to mention here, that we had a
chance to compare the results of our questionnaire
with the results, obtained in Alfred Nobel University,
Dnipro from the same questionnaire introduced dur-
ing the period from 8 to 14 April 2020 in electronic
form. The total number of interviewees there made up
1062 students. According to the form of education,
the interviewed students were distributed as follows:
full-time students – 911 people – 85.8%;
part-time students – 24 people – 2.3%;
correspondence courses’ students 127 people
12%.
Alfred Nobel University’s statistics look as fol-
lows:
1. Problems with self-organisation, high level of dis-
traction – 351 students – 33.1%.
2. The excessive number of educational tasks 330
students – 31.1%.
3. Dependence on technical means – 302 – 28.4%.
4. Poor quality of home Internet – 300 – 28.2%.
5. Restrictions on obtaining practical skills 286
26.9%.
6. Lack of opportunity to communicate freely with
the teacher – 249 – 23.4%.
7. Lack of control over the level of knowledge
186 – 17.5%.
8. Insufficient duration of classes (time limit) 162
15.3%.
9. The quality of the material taught – 122 – 11.5%.
Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education
519
10. Insufficient theoretical materials to perform tests
and/or tasks – 110 – 10.4%.
11. Lack of opportunity to communicate with other
students – 108 – 10.2%.
12. The need to learn how to work online 55 5.2%.
Based on the comparative analysis, we got very
close statistical data on statements one, two, five,
seven, and eight, though the size of the samples in-
terviewed varied.
Overall, the results of this stage can be sum-
marised as follows: distance learning and its later ver-
sion e-learning should be applied with the organi-
sational culture analysis in mind. The most popular
video-conferencing platforms named by the faculty
are Viber, Skype, and Zoom, while Google Hangouts
and Discord are found less popular. Social network-
ing apps actively used by the faculty are Telegram,
Viber. The most debatable is the Zoom platform as,
on the one hand, it has a lot of advantageous features
both for teachers and students. At the same time, such
a phenomenon as ‘Zoom fatigue’ is marked by the
faculty as a disadvantageous one.
With the reference to the students’ feedback from
as for the e-learning during the quarantine ‘depen-
dence on technical means’ is named as the main chal-
lenge, followed by the poor quality of the Internet,
problems with self-organisation, the number of tasks
given, the restriction on exercising practical skills,
which helps highlight the current e-learning situation
in HEIs, reveal challenges and needs to further action.
3.2 Stage Two
Moving on to the discussion of the second task, we
would present the idea expressed by Kirby (Kirby,
2006) that digimodernism is the mainstream cultural
logic of contemporary society and both the video
game (as another variation of CMC) and the video
gamer are its principal object and subject. In broad
context, video games have fitted perfectly well in the
globalised spider-web of information flows and have
generated revenues as high as C22 billion in Europe in
2020 according to Global News Wire, with the num-
ber of people playing video games 1.553.5 million
worldwide. 51% of the EU’s population played video
games, which equals to some 250 million players in
the EU, the average playtime per week was 8.6 hours
(Interactive Software Federation of Europe, 2022).
As a response, digital pedagogy, gamification, game-
based learning, and serious video games are gradually
becoming a part of the everyday toolkit of educators
(figure 2).
Gamification is the use of game elements (such as
points, badges, leader boards, competition, achieve-
Figure 2: Video games in broad context.
ments) in a non-game setting with the aim to turn
routine tasks into more refreshing, motivating expe-
riences (Deterding, 2012). The main idea of gamifi-
cation evolved parallel with the Internet. Gamifica-
tion is based on the basics of games, though, with the
development of mobile phones and applications, it is
actually can be used almost in every sphere, includ-
ing education. For example, interactive quizzes like
‘Kahoot’, ‘Quizlet’, ‘ClassDojo’, ‘Duolingo’, ‘Ed-
modo’ or gamified learning management systems like
‘Classcraft’, ‘Lingua Attack’, ‘Socrative’, ‘DyKnow’.
At the same time, serious video games are those
that are built on game-based learning principles, in-
clude basic elements of video games, and are used
not for the entertainment (Zemliansky and Wilcox,
2010). The examples here are many, including educa-
tional games (or games for learning, like ‘Code.org’,
‘GloBall Manager’, ‘MinecraftEdu’), games for train-
ing (e.g. AbcdeSIM’, Kognito, Auti-Sim’, ‘Prism’),
games for change (or social games, like Against all
Odds’, ‘Ayiti – The Cost of Life’, ‘Copenhagen Chal-
lenge’).
We think it necessary to note that ‘video games’
are considered an activity that includes one or more
players, has definite goals, rules, limitations, rewards
and outcomes, is artificial with the element of a com-
petition. At the same time, ‘serious video games’ are
those that are built on game-based learning principles,
include basic elements of video games and are used
not for the entertainment (Zemliansky and Wilcox,
2010).
Game-based learning (GBL) is a type of game-
play with defined learning outcomes (Shaffer et al.,
2005). In the process of GBL, learners use games
as a tool to study a topic or related topics. They
work individually or in teams. It is expected that in
this process, the use of games will enhance the learn-
ing experience through challenge, exploration, inter-
action, reflection, and decision-making while main-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
520
taining a balance between the content, gaming, and
its application to the real world. Having a play at
its base, game-based learning is effective in motivat-
ing and improving students’ engagement, promoting
creative thinking and developing approaches towards
multi-disciplinary learning. As for educational digital
games they proved to hold great promise for instruc-
tion that is appropriate for today’s learners.
Based on our previous research revision, we may
state that video games present a different learning en-
vironment (with a wide spectrum of built-in assistive
features) where players interact, experiment, discover
and research. They are good at helping to memo-
rise studied material (at ‘grinding’ things). The ma-
terial studied in games is stored longer in players’
memory. Games let play through the same situa-
tion applying different behavioural models, methods
and approaches. Games are cost-effective and effi-
cient in training for hazardous situations (firefight-
ers, ambulance, pilots). Games appeal to different
learning styles (visual, audio, kinesthetic). Games
are adaptable to a particular player’s level (with the
increase of difficulty based on the player’s perfor-
mance). Games help develop movements’ coordina-
tion and spatial sensation. As a novel educational in-
strument, games increase motivation. Games stim-
ulate players’ interaction, participation, discussion,
and reflection (Tokarieva et al., 2019).
3.3 Stage Three
The third stage of our article is connected with the
description and the discussion of two cases of seri-
ous games’ implementation into the educational pro-
cess. The first game for learning that was used is
‘GloBall Manager’ game that was developed within
the GA-BALL (‘Game-Based Language Learning’)
project – a joint project between the Engineering Fac-
ulty of Porto Politech Institute (ISEP), Virtual Cam-
pus Porto, Technical University of Gabrovo (Bul-
garia) and Federal University Pelotas (Brazil) (Edito-
rial Team, 2013). The main objective of the project
was to improve students’ linguistic and sociocul-
tural skills, necessary to take part in e-marketing
and e-commerce; develop skills to establish con-
nections via social platforms; encourage students
to entrepreneurial activity. The methodological ap-
proach chosen the application of a video game
as a learning tool that would provide the partici-
pants with rules, everyday professionally-oriented sit-
uations, create a cooperative environment in which
players try to reach specific educational goals, and in-
crease personal skills and social competencies. The
game can be played in seven languages through six
different scenarios: 1) internationalisation diagnos-
tics; 2) participation in a fair; 3) business culture;
4) e-commerce and e-marketing management; 5) on-
line communication; 6) institutional negotiation (fig-
ure 3).
Figure 3: Globall Manager game (Virtual Campus Lda,
2015).
The game was implemented into the Cross-
Cultural Communication course delivered for the
four-year course students of Philology, University of
Customs and Finance, Dnipro, Ukraine. The aim of
the course is to study intercultural professional com-
munication, develop cross-cultural sensitivity of stu-
dents, form theoretical knowledge about the essence,
communication structure and its peculiarities in a
cross-cultural environment; linguistic, psychological
and socio-cultural features of cross-cultural commu-
nication; development of the skills that can help
students be effective in intercultural communication.
The game was used at practical classes one time
per week, 30 minutes for each session during the
first semester of 2021. The game was demonstrated
from the main (lecturer’s) computer. Students’ work
was initially organised as individual, pair or mini-
group work and in online learning mode later on – as
teacher-class interaction. Business Culture Scenario
was chosen as the study material and was played from
the beginning till the end. The scenario was played in
English. 46 students were enrolled in the course.
It is important to say that the above-presented
game was used as the study material, around which
lesson plans were developed. It is an acknowledged
fact that educational digital games’ integration into
a specific educational context is a complex process
as, during a digital game-based lesson, a teacher acts
as tech support, IT administrator, a moderator, a de-
briefer. The teacher may be an active player and pro-
vide feedback from ‘inside’ the game. Also, there
are three distinct stages in a digital game-based les-
Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education
521
son, i.e., before the game-play stage, during the game-
play stage, after the game-play stage, accompanied
by preparing a lesson plan, setting up the game-play
situation, guiding learners in the game-play process,
finalising game-play experience.
We also wanted to understand the quality of the
course with a video game integrated into it. There-
fore, we organised a survey based on ‘The In-
structional Materials Motivation Survey (IMMS)’ by
Keller (Keller, 2010a).
There are several models that help estimate the
quality of e-learning. The existing models can be di-
vided into two categories: those based on empirical
data and those based on theoretical developments. An
example of the first category is the quality model pro-
posed by the Institute for Higher Education Develop-
ment ‘Quality on the Line: Success Factors for Dis-
tance Learning’ (IHEP, 2000); ‘Critical Success Fac-
tors in Online Education’ by Volery and Lord (Vol-
ery and Lord, 2000). The second category includes
model ‘Seven Principles for Good Practice’ by Chick-
ering and Gamson (Chickering and Gamson, 1987);
model ‘Quality Guidelines for Technology-Assisted
Distance Education’ by Barker (Barker, 1999); ‘The
E-learning Maturity Model’ by Marshall (Marshall,
2010) (Masoumi and Lindstr
¨
om, 2012).
There are also a number of models that have been
developed to measure the quality of a course (in-
cluding distance learning) through measuring learn-
ers’ motivation in order to improve a course design
or to adapt a course to learners’ motivational needs
(Keller and Suzuki, 2004). The questions of motiva-
tion, its structural components and measurement have
been studied from different theoretical perspectives in
the context of the Social Cognitive Theory, the Ex-
pectancy Value Theory, the Self Determination The-
ory (Silva et al., 2018).
Keller (Keller, 2010a) has developed and tested
a model known as the ARCS model based on its
acronym (Attention, Relevance, Confidence, and Sat-
isfaction).
Attention is the importance of incorporating a
variety of tactics to gain learner’s attention by the
use of interesting graphics, animation, an event that
introduces a conflict, mystery, unresolved problems,
and other techniques to stimulate the inquiry in learn-
ers. Relevance the consistency of the course and
the instructional material with students’ goals, learn-
ing styles, and past experiences. The connection of
the content to the learners’ future jobs or interesting
topics.
Confidence lies in helping students establish a
positive attitude, drive for success, and the experience
of success as the result of their ability and efforts.
Satisfaction – is the maintenance of positive feel-
ings about learning experiences, i.e., positive rewards
and recognition (Keller and Suzuki, 2004).
The main ideas behind the ARCS model are that
motivation is influenced by the degree to which a
teacher and the instructional materials arise curios-
ity, are personally relevant with challenge levels that
promote confidence, and do not contain stressors that
would inhibit students’ effort (Keller, 2010a).
The ARCS model and the IMMS inventory (that
is an integral part of it) can be used with print-based
self-directed learning, computer-based instruction, or
online courses, have been successfully applied to dif-
ferent educational settings and proved to be informa-
tive as an instrument for the efficiency of a course
measurement (Huang and Hew, 2016).
The IMMS (the Instructional Materials Motiva-
tion) survey consists of 36 items and 4 subscales.
The 4 subscales are attention (12 items), relevance
(9 items), confidence (9 items), and satisfaction (6
items). It measures learners’ motivation level by ap-
plying a 5-point symmetrical Likert scale.
We consider it necessary to give here examples of
questions for each of the subscales.
Examples for the Attention’ subscale: ‘There was
something interesting at the beginning of this course
that got my attention’. ‘These materials are eye-
catching’. ‘This course is so abstract that it was hard
to keep my attention (an example of a reverse ques-
tion)’.
Examples for the ‘Relevance’ subscale: ‘It is clear
to me how the content of this material is related to
things I already know’. ‘There were stories, pictures,
or examples that showed me how this material could
be important to some people’. ‘The content of this
material is relevant to my interests’.
Examples for the ‘Confidence’ subscale: ‘When I
first looked at this course, I understood it would be
easy for me’. ‘This material was more difficult to un-
derstand than I would like it to be (a reverse ques-
tion)’. After working on this course for a while, I felt
confident that I would be able to pass a test on it’.
For the ‘Satisfaction’ subscale: ‘Completing the
exercises in this course gave me a satisfying feeling
of accomplishment’. ‘I enjoyed this course so much
that I would like to know more about this topic’. ‘I
really enjoyed studying this course’. ‘The wording of
feedback after the exercises, or of other comments in
this course, helped me feel rewarded for my effort’
(Keller, 2010a).
46 four-year students of Philology enrolled in the
Cross-Cultural Communication course took part in
the survey. The data we obtained are presented in the
table 1.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
522
Table 1: Motivation level range.
Motivation
level
Scores
Number of
participants
(N = 46)
Percentage
High 4.00–5.00 18 39.2%
Upper Medium 3.50–3.99 7 15.2%
Medium 3.00–3.49 13 28.2%
Low < 3.00 8 17.4%
The results of the third stage can be summarized
as follows: 18 (39.2%) out of 46 students demon-
strated high level of motivation, 7 (15.2%) had upper-
medium motivation level, 13 students (28.2%) of
medium motivation level and 8 (17.4%) low mo-
tivation level.
The second case discussed here is based on ‘Auti-
Sim’ and ‘Prism’ serious video games for Teach-
ers, Psychologists and Social Workers trained for in-
clusive education. The idea to use video games in
their study programmes is grounded in the assump-
tions that educational and entertaining games are cen-
tral to a child’s social development because, for ex-
ample, they allow the child to form independent rela-
tionships with peers (Piaget, 1997). Many researchers
have recognised that the development of gaming skills
and using games to engage people with autism can
be helpful. If we compare digital and analog games,
digital games have several advantages over analog
games, namely, in-game results’ tracking, easier cus-
tomisation, better visual interaction, which can be es-
pecially important for people with autism (Atherton
and Cross, 2021).
Auti-Sim’ game attempts to simulate the experi-
ence of a child with autism, presenting an experience
of auditory hypersensitivity on a school playground.
The player walks around a school playground, full of
talking children. As they approach the children, the
noise level increases, creating a total audio distortion.
This makes it quite difficult to stay around the other
children for an extended period of time. As a result,
the player spends most of their time at the edges of
the playground, isolated from the rest of the world.
The silence in the game is as powerful as the sound
(Adev123 @TaylanK, 2013). Figure 4 gives under-
standing of this game’s aesthetics and the atmosphere
the players submerge in.
‘Prism’ game attempts to help neurotypical chil-
dren aged 8 to 10 understand their peers who have
autism. It is a game for the children to play, paired
with a discussion framework. It is a tool to help a
generation of children grow up with increased aware-
ness and understanding for their autistic peers (Zhu
et al., 2018). The unique graphics of the game is pre-
sented in figure 5.
Figure 4: Auti-Sim game (Adev123 @TaylanK, 2013).
Figure 5: Prism game (Zhu et al., 2018).
The games were used within the framework of
the University Social and Psychological Service (Al-
fred Nobel University, Dnipro) and the meetings of an
educational and scientific student group ‘Fundamen-
tals of Support for Children with Special Needs and
their Families for Pre-Service Specialists’ Training in
the Socionomic Sphere’. Here, the variety of teach-
ing methods to develop students’ theoretical knowl-
edge and practical skills are used: starting from a
review and analysis of documentary mini-films and
educational-scientific films of the researched prob-
lem; psychoanalysis of blogs, websites, educational
portals, groups on social networks that are social
workers, social educators, psychologists, working
with families raising children with special needs, end-
ing with game therapeutic programmes designed by
foreign scholars and practitioners, in particular, joint
puzzle games Nintendo Wii, ADDventurous Rhyth-
mic planet, social robot (KASPAR); Daisy, ECHOES,
Pico’s Adventure, Let’s Face It (LFI), Go-Go Games
(Atherton and Cross, 2021). A separate educational
and methodical seminar was organised to experiment
with Auti-Sim’ and ‘Prism’ games and to discuss
their potential to develop communication skills, emo-
tional recognition, formation of relationships with
Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education
523
peers. At the end of the seminar, a feedback form was
distributed with the questions related to the experi-
ence of the participants with the video games and their
attitude towards this tool. Multiple choice/unlimited
choice questions were prepared, among which there
were the following:
1) How would you describe your experience with
two video games?
2) How would you describe your feelings about two
video games?
3) Do you think that through video games there is an
opportunity to develop (a set of skills and quali-
ties)?
4) What benefits can video games have as an educa-
tional and therapeutical activity?
5) How do you rate the experience of video games as
an activity in a class?
6) How prepared are you to use video games in your
work?
18 participants of the seminar were asked. The
generalised statistics we got help us understand that
the participants’ experience with video games is a
new one and is perceived as a tool that helps find
out something new (44%); 36%% of the respon-
dents marked game-play experience as a positive one;
16% answered that they were emotionally involved;
it’s motivating (64%). As for the attitude of the
participants to the video games: they help organise
teamwork (64%); they help develop useful skills
(44%); they motivate to learn (64%); they can en-
gage (44%); they develop independent learning
(48%); they develop skills of understanding – (72%).
As for the readiness to use video games: 60% an-
swered that they would like to use them but need more
information on how to use; 20% feel confident; 16%
will use the material that they are familiar with and
are used to; 4% answered that it is risky.
Among the obstacles to use video games in their
practice, the respondents named the absence of spe-
cific knowledge – (68%); low level of digital compe-
tence (48%); low level of equipment and Internet
connection (48%); some doubts as for the possible
efficiency of video games as an instructional tool
(32%).
3.4 Stage Four
The task for the fourth stage was to compare the re-
sults obtained in the present study with those that
we got earlier at Prydniprovska State Academy of
Civil Engineering and Architecture, the Department
of Foreign Languages during March-May, 2020 and
connected with the measurement of the e-learning
courses’ design efficiency. In both cases, the IMMS
instrument was used. Figure 6 represents the compar-
ative results of two studies.
Figure 6: New and old data comparison.
The results of the fourth stage reflect the com-
parative new and earlier received statistics, where we
may see a significant increase in students’ motivation
when the serious video game ‘GloBall Manager’ was
used 39.2% of High Level in a new study against
8.7% received earlier. At the same time, there is a de-
crease of Upper Medium and Medium Levels’ data,
which is logical as there is an increase of High Level
figures. Interesting enough is the fact that the Low
Level data from both studies coincide, i.e., 8 students
of 46 demonstrated it in the new research and 4 out of
27 in the old one, which gives us 17.4%. We would
describe the new generalised data as the demonstra-
tion of ‘positive disposition’ of students towards the
e-learning material (with an integrated video game)
whereas the previous research results gave us ‘satis-
factory disposition’ to the e-learning courses. This
difference can be explained by a thorough consider-
ation of SVGs’ integration peculiarities that resulted
in better-structured material that students interacted
with, better contextualisation of the material, the abil-
ity of a video game to arise curiosity, present a safe
environment for experimentation, relevant study con-
tent. Also, we would mention a homogeneity of the
course (as there was one instructor and one course
was measured) among the factors that contributed to
students’ motivation increase. In the earlier work, dif-
ferent courses with different instructors and different
syllabuses were evaluated.
4 CONCLUSIONS AND
PROSPECTS FOR FURTHER
RESEARCH
Digimodernism and videoludification of the society
are visible through the gamification process applied
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
524
to education, labour, business, therapy, social rela-
tionships. Virtual reality, augmented reality, social
networking platforms (Twitter, Facebook, Instagram,
etc.) are the key contributors to the complex con-
temporary social and cultural transformations (Muriel
and Crawford, 2018). Nowadays, a playful approach
to teaching and learning is seen as effective in moti-
vating and improving students’ engagement, promot-
ing creative thinking towards learning, and develop-
ing multi-disciplinary learning approaches. More-
over, ‘play’ is considered to be a powerful learning
process for adults in higher education, as it is em-
bedded in a constructivist theory of learning, and is
based on experience and reflection as constitute parts
of the learning process (Rice, 2009). Therewith, ICTs
(information communication technologies), AI (ar-
tificial intelligence) and the digitalisation of educa-
tion, including higher education, are now viewed as
indispensable elements of the learning process, and
computer-mediated communication and gamification
as the structural components of sustainable higher ed-
ucation.
In the present work, we undertook the tasks of
overviewing the computer-mediated communication
(CMC) modes and means that have become the pri-
mary channel of communication in the context of
COVID lockdown and after-pandemic period; we dis-
cussed gamification, SVGs, and game-based learning
as a part of contemporary educational reality; pre-
sented the results of the courses’ efficiency measure-
ment through the application of ‘The Instructional
Materials Motivation (IMMS)’ survey by (Keller,
2010a) and the feedback form developed by the re-
search team.
Distance learning and its later version – e-learning
that expands the educational process by giving ac-
cess to knowledge from anywhere, at any time, at any
speed and is backed up by the CMC, the latest mul-
timedia technologies and the Internet, should be ap-
plied with the organisational culture analysis in mind.
We maintain that the model of ‘any time’, ‘any place’,
‘any way’, ‘any speed’ needs to be supplemented by
a cultural component under which we mean the cul-
ture of a particular institution (European Information
Society, 2003). This, in turn, implies the need to un-
derstand what e-learning modes are used by an organ-
isation, measure their effectiveness, and suggest the
most efficient model and the ways of e-learning inte-
gration into a particular HEI according to its needs’
analysis.
The most popular video-conferencing platforms
and tools chosen by the teachers of the department
and discussed in the earlier article (Tokarieva et al.,
2021) were Viber (with its video-conferencing fea-
ture), Skype, and Zoom, while Google Hangouts and
Discord with the same video-conferencing feature
were found less popular. Social networking apps ac-
tively used by the faculty were Telegram, Viber; e-
mail service was used as the asynchronous mode of
correspondence with students.
Skype was chosen by many because of the un-
limited number of video chat participants, the ease
of operation on the screen, the inclusion of such ac-
tivities as speaking, reading, and, partially, writing.
Google Hangouts application because of a ‘Share
Screen’ feature that lets students see what the instruc-
tor demonstrates on the monitor, a ‘Chat History’ fea-
ture – because it records the number of people attend-
ing each class, Google Classroom – as it lets post as-
signments and set up the deadline, evaluate students’
works according to a variety of evaluation scales.
The most debatable was the Zoom platform as,
on the one hand, it does not limit the number of the
participants, is quite easy in operation, has a session
recording feature, an instructor’s screen demonstra-
tion, a whiteboard to write comments, a group chat
feature, a waiting room (to prevent unregistered par-
ticipants join the conference), a conference room
to split students into separate mini-groups. At the
same time, such a phenomenon as ‘Zoom fatigue’
was marked by teachers, which can be partially ex-
plained by the presence of many people at a time on
the screen, the need to monitor our non-verbal lan-
guage as instructors, to shift to teacher-centricity and
one-way communication. It is also worth mentioning
here that back in March-May 2020 Google Meet was
not as popular an application as it is now.
With the reference to the students’ feedback from
the distance work during the quarantine ‘depen-
dence on technical means’ was named as the main
challenge, followed by the poor quality of the In-
ternet, problems with self-organisation, the number
of tasks, restriction on exercising practical skills.
Though the experimental sample was quite small and
limited to thirty instructors and twenty-three students,
we maintain that the experience of our department
at the time of the quarantine due to the COVID-19
situation still highlights the current e-learning situa-
tion in our HEIs, reveals several challenges and needs,
helps layout further strategies to support fluid, holis-
tic, seamless, pervasive, personalised education opti-
mised by technology.
Digital pedagogy, gamification, game-based
learning and serious video games based on CMC
and nowadays, mobile technology are becoming
principal parts of contemporary education. They
are capable to enhance learning through challenge,
exploration, interaction, reflection, ‘positive failure’,
Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education
525
adaptability to a particular player’s decision-making
level, etc. Practical work, based on two video games,
that is described in task three proved positive results
(e.g. students’ increased motivation) and positive
attitude of the pre-service training students in the
socioeconomic sphere towards video games as a
way of instruction. We would explain this ‘posi-
tive disposition’ of students by a better-structured
material that students interacted with, better con-
textualisation of the material, the ability of a video
game to arise curiosity, present a safe environment
for experimentation and relevant study content.
Video games were also described as capable to de-
velop skills of team-working, problem-solving, criti-
cal thinking; to enhance self-guided learning skills.
At the same time, a strong need for pedagogic training
that may empower teachers with the required knowl-
edge and skills about gamified learning applications,
educational digital games and digital competencies
development was identified. This confirmed the ear-
lier conclusions about the need to increase the level
of digital and pedagogical skills of HEIs faculty; to
further develop their didactic skills in mastering new
approaches to academic courses’ material design in e-
learning format; to encourage the culture of coopera-
tion and sharing, as well as to experience a wide range
of applications, digital tools, and services that sup-
port the process of education; the development of an
educational content to be accessed by students at any
time, from any place, from any computer, the increase
of students’ digital literacies (Tokarieva et al., 2021).
All of the above brings us to the conclusion about
the topicality of what information technology offers –
the options for reorganising and refining distance and
e-learning. But the new vision of distance and e-
learning, gamification of educational process and seri-
ous video games as one more variation of CMC must
drive our decisions about the use of technology, not
vice versa. Therefore, the need to develop teacher-
training programs to help educators understand, de-
sign, evaluate and apply CMC and gamified learning
applications is set up as the vector of future work.
5 LIMITATIONS
Our present research holds certain limitations as for
the generalisability of its results. Among them are the
size of the sample. The obtained results were com-
pared with a similar survey, which makes the compar-
ison results as the first approximation. There is also a
need for further tests of the questionnaire’s reliability
and validity.
REFERENCES
Abrams, Z. (2006). From the theory to practice: In-
tercultural CMC in the L2 Classroom. In Ducate,
L. and Arnold, N., editors, Calling on CALL: From
Theory and Research to New Dimensions in Foreign
Language Teaching, volume 5 of Monograph Series,
pages 181–210. CALICO.
Adev123 @TaylanK (2013). Auti-Sim. https://gamejolt.
com/games/auti-sim/12761.
Alkind Taylor, A.-S. (2014). Facilitation Matters: A Frame-
work for Instructor-Led Serious Gaming. PhD the-
sis, University of Sk
¨
ovde. https://www.diva-portal.
org/smash/get/diva2:745056/FULLTEXT01.pdf.
Andreev, A. A. (2013). E-learning and distance learn-
ing technologies. Open education, 5:40–46. https:
//openedu.rea.ru/jour/article/download/218/220.
Androutsopoulos, J. (2006). Introduction: Soci-
olinguistics and computer-mediated communica-
tion. Journal of Sociolinguistics, 10(4):419–
438. https://onlinelibrary.wiley.com/doi/abs/10.1111/
j.1467-9841.2006.00286.x.
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F.,
de Freitas, S., Louchart, S., Suttie, N., Berta,
R., and De Gloria, A. (2015). Mapping learn-
ing and game mechanics for serious games anal-
ysis. British Journal of Educational Technology,
46(2):391–411. https://bera-journals.onlinelibrary.
wiley.com/doi/abs/10.1111/bjet.12113.
Artemyeva, O., Makeeva, M., and Milbrud, R. (2005).
Methodology of Organising Specialist Training Based
on Intercultural Communication. TSTU Publishing
House, Taganrog.
Atherton, G. and Cross, L. (2021). The Use of Analog and
Digital Games for Autism Interventions. Frontiers in
Psychology, 12. https://www.frontiersin.org/articles/
10.3389/fpsyg.2021.669734.
Barker, K. (1999). Quality Guidelines for Technology-
Assisted Distance Education. Technical report, Fu-
turEd Consulting Education Futurists. http://futured.
com/pdf/distance.pdf.
Baxter, R. J., Holderness, D. Kip, J., and Wood, D. A.
(2017). The Effects of Gamification on Corporate
Compliance Training: A Partial Replication and Field
Study of True Office Anti-Corruption Training Pro-
grams. Journal of Forensic Accounting Research,
2(1):A20–A30. https://doi.org/10.2308/jfar-51725.
Beauvois, M. (1997). Write to Speak: The Effects of
Electronic Communication on the Oral Achievement
of Fourth Semester French Students. In Muyskens,
J. A., editor, New Ways of Learning and Teaching: Fo-
cus on Technology and Foreign Language Education,
pages 102–124. Heinle & Heinle Publishers, Boston.
http://hdl.handle.net/10125/69531.
Becker, K. (2017). Choosing and Using Digital Games
in the Classroom. Advances in Game-Based
Learning. Springer Cham. https://doi.org/10.1007/
978-3-319-12223-6.
Bordia, P. (1997). Face-to-Face Versus Computer-Mediated
Communication: A Synthesis of the Experimental
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
526
Literature. The Journal of Business Communica-
tion (1973), 34(1):99–118. https://doi.org/10.1177/
002194369703400106.
Bramble, W. J. and Panda, S., editors (2008). Economics of
Distance and Online Learning: Theory, Practice and
Research. Routledge, New York.
Chickering, A. W. and Gamson, Z. F. (1987). Seven Prin-
ciples For Good Practice in Undergraduate Education.
AAHE Bulletin, 39(7):3–7. https://www.lonestar.edu/
multimedia/sevenprinciples.pdf.
Dabbagh, N. and Bannan-Ritland, B. (2005). Online Learn-
ing: Concepts, Strategies, and Application. Pearson,
Upper Saddle River, NJ.
Dahlberg, L. (2001). Computer-Mediated Communication
and the Public Sphere: a Critical Analysis. Journal
of Computer-Mediated Communication, 7(1). https:
//doi.org/10.1111/j.1083-6101.2001.tb00137.x.
Dalziel, C., editor (1998). New Connections: A Guide
to Distance Education. Instructional Telecom-
munications Council, Washington, D.C., 2 edi-
tion. http://web.archive.org/web/20000126105830/
https://www.itcnetwork.org/definition.htm.
Deterding, S. (2012). Gamification: Designing for Moti-
vation. Interactions, 19(4):14–17. https://doi.org/10.
1145/2212877.2212883.
Editorial Team (2013). What is GBL (Game-Based
Learning)? https://www.edtechreview.in/dictionary/
what-is-game-based-learning.
European Information Society (2003). eLearning: Better
eLearning for Europe. https://www.lu.lv/materiali/
biblioteka/es/pilnieteksti/izglitiba/eLearning%20-%
20Better%20eLearning%20for%20Europe.pdf.
Fedorenko, E. H., Velychko, V. Y., Stopkin, A. V., Chorna,
A. V., and Soloviev, V. N. (2019). Informatization
of education as a pledge of the existence and devel-
opment of a modern higher education. CTE Work-
shop Proceedings, 6:20–32. https://doi.org/10.55056/
cte.366.
Hardaker, C. (2010). Trolling in asynchronous computer-
mediated communication: From user discussions to
academic definitions. Journal of Politeness Research,
6(2):215–242. https://doi.org/10.1515/jplr.2010.011.
Huang, B. and Hew, K. F. (2016). Measuring Learners’
Motivation Level in Massive Open Online Courses.
International Journal of Information and Education
Technology, 6(10):759–764. https://doi.org/10.7763/
IJIET.2016.V6.788.
Huotari, K. and Hamari, J. (2012). Defining Gamifica-
tion: A Service Marketing Perspective. In Proceed-
ing of the 16th International Academic MindTrek Con-
ference, MindTrek ’12, page 17–22, New York, NY,
USA. Association for Computing Machinery. https:
//doi.org/10.1145/2393132.2393137.
IHEP (2000). Quality On the Line: Benchmarks
for Success in Internet-Based Distance Ed-
ucation. Technical report, The Institute for
Higher Education Policy, Washington, DC.
https://www.ihep.org/wp-content/uploads/2014/
05/uploads docs pubs qualityontheline.pdf.
Im, J. H. (2006). Development of an E-Education Frame-
work. Online Journal of Distance Learning Adminis-
tration, 9(4). https://www.learntechlib.org/p/193197.
Interactive Software Federation of Europe (2022). Games
in Society.
Joinson, A. N. (2001). Self-disclosure in computer-
mediated communication: The role of self-awareness
and visual anonymity. European Journal of So-
cial Psychology, 31(2):177–192. https://onlinelibrary.
wiley.com/doi/abs/10.1002/ejsp.36.
Joosten, T. (2022). Tanya Joosten, strategic and collabora-
tive leader for innovation. https://tanyajoosten.com/.
Keller, J. and Suzuki, K. (2004). Learner motivation and E-
learning design: A multinationally validated process.
Learning, Media and Technology, 29:229–239. https:
//doi.org/10.1080/1358165042000283084.
Keller, J. M. (2010a). Motivational Design for Learn
ing and Performance: The ARCS Model Approach.
Springer, New York, NY. https://doi.org/10.1007/
978-1-4419-1250-3.
Keller, J. M. (2010b). The Instructional Materials Motiva-
tion Survey. https://learninglab.uni-due.de/file/9725/
download?token=71ZAFqWh.
Kirby, A. (2006). The Death of Postmodernism
and Beyond. Philosophy Now, 58:34–
37. https://philosophynow.org/issues/58/
The Death of Postmodernism And Beyond.
Kock, N. (2004). The Psychobiological Model: Towards
a New Theory of Computer-Mediated Communica-
tion Based on Darwinian Evolution. Organization
Science, 15(3):327–348. https://doi.org/10.1287/orsc.
1040.0071.
Luksha, P., Cubista, J., Laszlo, A., Popovich, M., Ni-
nenko, I., and participants of GEF sessions in 2014-
2017 (2018). Educational Ecosystems for Societal
Transformation. Global Education Futures Report,
Global Educational Futures. https://globaledufutures.
org/educationecosystems.
Marklund, B. B. (2015). Unpacking Digital Game-Based
Learning: The complexities of developing and us-
ing educational games. PhD thesis, University of
Sk
¨
ovde. http://www.diva-portal.org/smash/get/diva2:
891745/FULLTEXT01.pdf.
Marshall, S. (2010). A Quality Framework for Continuous
Improvement of E-learning: The E-learning Maturity
Model. International Journal of E-Learning & Dis-
tance Education / Revue internationale du e-learning
et la formation
`
a distance, 24(1):143–166.
Masoumi, D. and Lindstr
¨
om, B. (2012). Quality in e-
learning: a framework for promoting and assuring
quality in virtual institutions. Journal of Computer
Assisted Learning, 28:27–41. https://doi.org/10.1111/
j.1365-2729.2011.00440.x.
Muriel, D. and Crawford, G. (2018). Video Games As Cul-
ture: Considering the Role and Importance of Video
Games in Contemporary Society. Routledge, London.
https://doi.org/10.4324/9781315622743.
Palloff, R. and Pratt, K. (1999). Building Learning Com-
munities in Cyberspace: Effective Strategies for the
Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education
527
Online Classroom. Jossey-Bass Higher and Adult Ed-
ucation. Jossey-Bass Publishers, San Francisco.
Piaget, J. (1997). The Moral Judgment of the Child. Free
Press.
Rice, L. (2009). Playful Learning. Journal for Education
in the Built Environment, 4(2):94–108. https://doi.org/
10.11120/jebe.2009.04020094.
Rice, R. E. (2006). Computer-Mediated Communication
and Organizational Innovation. Journal of Com-
munication, 37(4):65–94. https://doi.org/10.1111/j.
1460-2466.1987.tb01009.x,.
Shaffer, D. W., Squire, K. R., Halverson, R., and Gee, J. P.
(2005). Video Games and the Future of Learning.
Phi Delta Kappan, 87(2):105–111. https://doi.org/10.
1177/003172170508700205.
Silva, R., Rodrigues, R., and Leal, C. (2018). Academic
Motivation Scale: Development, Application and Val-
idation for Portuguese Accounting and Marketing Un-
dergraduate Students. International Journal of Busi-
ness and Management, 13(11):1–16. https://doi.org/
10.5539/ijbm.v13n11p1.
Supiano, B. (2020). Why is Zoom so exhaust-
ing? https://grad.uic.edu/news-stories/
why-is-zoom-so-exhausting/.
Tokarieva, A. V., Volkova, N. P., Degtyariova, Y. V., and
Bobyr, O. I. (2021). E-learning in the present-day
context: from the experience of foreign languages
department, psacea. Journal of Physics: Confer-
ence Series, 1840:012049. https://doi.org/10.1088/
1742-6596/1840/1/012049.
Tokarieva, A. V., Volkova, N. P., Harkusha, I. V., and
Soloviev, V. N. (2019). Educational digital games:
models and implementation. CTE Workshop Proceed-
ings, 6:74–89. https://doi.org/10.55056/cte.369.
Virtual Campus Lda (2015). Globall Manager.
https://play.google.com/store/apps/details?id=eu.
virtualcampus.globall.
Volery, T. and Lord, D. (2000). Critical success factors
in online education. International Journal of Educa-
tional Management, 14(5):216–223. https://doi.org/
10.1108/09513540010344731.
Walther, J. B. (1996). Computer-Mediated Communica-
tion: Impersonal, Interpersonal, and Hyperpersonal
Interaction. Communication Research, 23(1):3–43.
https://doi.org/10.1177/009365096023001001.
Wouters, P., Nimwegen, C., Oostendorp, H., and Spek, E.
(2013). A Meta-Analysis of the Cognitive and Moti-
vational Effects of Serious Games. Journal of Educa-
tional Psychology, 105:249. https://doi.org/10.1037/
a0031311.
Zemliansky, P. and Wilcox, D., editors (2010). Design
and Implementation of Educational Games: Theoret-
ical and Practical Perspectives. IGI Global. https:
//doi.org/10.4018/978-1-61520-781-7.
Zhu, Y., Wolpow, D., Ramesh, R., Zheng, Y., and Wang,
X. (2018). Prism. https://www.gamesforchange.org/
game/prism/.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
528