Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education

Authors

DOI:

https://doi.org/10.5753/jis.2024.4083

Keywords:

Gamification, Virtual learning environments, Narrative, User experience, Personalization, Framework

Abstract

This research explores the fertile intersection of narrative, gamification, and education, focusing on user experience (UX). Addressing a critical gap in the literature, we developed and validated a Narrative Gamification Framework for Education. The framework provides educators with tangible guidelines to gamify their lessons, emphasizing the content’s gameful transformation rather than the environment. The research contributes novel insights and practical tools to the fields of Human-Computer Interaction (HCI) and UX, with implications for the broader context of education. Our findings set the stage for future research, including an ongoing initiative to adapt the framework to engage teachers in a journey of recognition and learning.

Downloads

Download data is not yet available.

References

Adams, D. (1981). Mythology. the voyage of the hero.

Baldeón, J., Rodríguez, I., and Puig, A. (2016). Lega: A learner-centered gamification design framework. In Proceedings of the XVII International Conference on Human Computer Interaction, Interacción ’16, pages 45:1–45:8, New York, NY, USA. ACM. DOI: https://doi.org/10.1145/2998626.2998673.

Bloom, B. S. (1956). Taxonomy of educational objectives: The classification of educational goals. Longman, New York.

Bogost, I. (2014). Gamification is Bullshit. In The Gameful World. The MIT Press, 1st edition.

Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., and Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94:178–192. DOI: https://doi.org/10.1016/j.compedu.2015.11.003.

Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2):77–101.

Braun, V. and Clarke, V. (2019). Reflecting on reflexive thematic analysis. Qualitative Research in Sport, Exercise and Health, 11(4):589–597. DOI: https://doi.org/10.1080/2159676X.2019.1628806.

Campbell, J. (2003). The hero’s journey: Joseph Campbell on his life and work, volume 7. New World Library.

Campbell, J. (2008). The hero with a thousand faces, volume 17. New World Library.

Clarke, S., Arnab, S., Dunwell, I., and Brown, K. (2012). Pr:Epare: A game-based approach to relationship guidance for adolescents. Procedia Computer Science, 15:38–44. DOI: https://doi.org/10.1016/j.procs.2012.10.056.

da Rocha, R. V., Bittencourt, I. I., and Isotani, S. (2015). Análise, projeto, desenvolvimento e avaliação de jogos sérios e afins: uma revisão de desafios e oportunidades. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), volume 26, page 692.

Dignan, A. (2011). Game Frame. Free Press.

Dunwell, I., de Freitas, S., Petridis, P., Hendrix, M., Arnab, S., Lameras, P., and Stewart, C. (2014). A game-based learning approach to road safety. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI ’14, pages 3389–3398, New York, New York, USA. ACM Press. DOI: https://doi.org/10.1145/2556288.2557281.

Francisco-Aparicio, A., Gutiérrez-Vela, F. L., Isla-Montes, J. L., and Sanchez, J. L. G. (2013). Gamification: Analysis and Application. pages 113–126. Springer, London. DOI: https://doi.org/10.1007/978-1-4471-5445-7_9.

Herzig, P., Ameling, M., and Schill, A. (2012). A Generic Platform for Enterprise Gamification. 2012 Joint Working IEEE/IFIP Conference on Software Architecture and European Conference on Software Architecture, pages 219–223. DOI: 10.1109/WICSA-ECSA.212.33.

Hevner, A. R., March, S. T., Park, J., and Ram, S. (2004). Design science in information systems research. MIS quarterly, pages 75–105.

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education.

Krathwohl, D. R. (2002). A revision of bloom’s taxonomy: An overview. Theory into practice, 41(4):212–218. DOI: https://doi.org/10.1207/s15430421tip4104_2.

Landers, R. N., Auer, E. M., Collmus, A. B., and Armstrong, M. B. (2018). Gamification science, its history and future: Definitions and a research agenda. Simulation & Gaming, 49(3):315–337. DOI: https://doi.org/10.1177/1046878118774.

Mora, A., Riera, D., Gonzalez, C., and Arnedo-Moreno, J. (2015). A Literature Review of Gamification Design Frameworks. In 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pages 1–8. IEEE. DOI: https://doi.org/10.1109/VS-GAMES.2015.7295760.

Mora, A., Riera, D., González, C., and Arnedo-Moreno, J. (2017). Gamification: a systematic review of design frameworks. Journal of Computing in Higher Education, 29(3):516–548. DOI: https://doi.org/10.1007/s12528-017-9150-4.

Morrison, G. R., Ross, S. J., Morrison, J. R., and Kalman, H. K. (2019). Designing effective instruction. John Wiley & Sons.

Nacke, L. E. and Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71:450–454. DOI: https://doi.org/10.1016/j.chb.2016.11.062.

Norman, D. (2013). The design of everyday things: Revised and expanded edition. Basic books.

Palomino, P., Nacke, L., and Isotani, S. (2023a). Gamification of virtual learning environments: A narrative and user experience approach. In Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, pages 1–10. DOI: https://doi.org/10.1145/3638067.3638103.

Palomino, P., Rodrigues, L., Toda, A., and Isotani, S. (2023b). Enhancing students’ learning experience through gamification: Perspectives and challenges. In Grand Research Challenges in Games and Entertainment Computing in Brazil-GranDGamesBR 2020–2030: First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18–21, 2021, Revised Selected Papers, pages 113–133. Springer.

Palomino, P., Toda, A., Oliveira, W., Rodrigues, L., Cristea, A., and Isotani, S. (2019a). Exploring content game elements to support gamification design in educational systems: narrative and storytelling. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), volume 30, page 773.

Palomino, P. T., Rodrigues, L., Luz, A., Toda, A. M., Nacke, L., and Isotani, S. (2023c). Predicting user types with symbolic images: An empirical validation based on two card-sorting studies. Entertainment Computing, page 100596. DOI: https://doi.org/10.1016/j.entcom.2023.100596.

Palomino, P. T., Toda, A. M., Oliveira, W., Cristea, A. I., and Isotani, S. (2019b). Narrative for gamification in education : why should you care ? In International Conference of Advanced Learning Techniques - Icalt 2019. DOI: https://doi.org/10.1109/ICALT.2019.00035.

Palomino, P. T., Toda, A. M., Oliveira, W., Rodrigues, L., and Isotani, S. (2019c). Gamification journey: A novel approach for classifying gamer types for gamified educational systems. In Simpósio Brasileiro de Jogos e Entretenimento Digital 2019 (SBGames 2019).

Palomino, P. T., Toda, A. M., Rodrigues, L., Oliveira, W., Nacke, L., and Isotani, S. (2023d). An ontology for modelling user’profiles and activities in gamified education. Research and Practice in Technology Enhanced Learning, 18. DOI: https://doi.org/10.58459/rptel.2023.18018.

Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.

Prensky, M. (2003). Digital Game-based Learning, volume 1. McGraw-Hill, New York. DOI: https://doi.org/10.1145/950566.950596.

Propp, V. I. (1968). Morphology of the Folktale, volume 9. University of Texas Press.

Ricoeur, P. (2010). Time and narrative, volume 1. University of Chicago Press.

Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Vassileva, J., and Isotani, S. (2022). Automating gamification personalization to the user and beyond. IEEE Transactions on Learning Technologies, 15(2):199–212. DOI: https://doi.org/10.1109/TLT.2022.3162409.

Rogers, S. (2014). Level Up! The guide to great video game design. John Wiley & Sons.

Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., and Cristea, A. I. (2019a). Analysing gamification elements in educational environments using an existing gamification taxonomy. Smart Learning Environments, 6(1):16. DOI: https://doi.org/10.1186/s40561-019-0106-1.

Toda, A. M., Oliveira, W., Klock, A. C., Palomino, P. T., Pimenta, M., Gasparini, I., Shi, L., Bittencourt, I., Isotani, S., and Cristea, A. I. (2019b). A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT), volume 2161, pages 84–88. IEEE. DOI: https://doi.org/10.1109/ICALT.2019.00028.

Toda, A. M., Palomino, P. T., Oliveira, W., Rodrigues, L., Klock, A. C., Gasparini, I., Cristea, A. I., and Isotani, S. (2020). How to gamify learning systems? an experience report using the design sprint method and a taxonomy for gamification elements in education. Journal of educational technology and society., 22(3):1–14.

Toda, A. M., Valle, P. H. D., and Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. In Cristea, A. I., Bittencourt, I. I., and Lima, F., editors, Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions, pages 143–156, Cham. Springer International Publishing. DOI: https://doi.org/10.1007/978-3-319-97934-2_9.

Tondello, G. F., Kappen, D. L., Ganaba, M., and Nacke, L. E. (2019). Gameful design heuristics: a gamification inspection tool. In International Conference on Human-Computer Interaction, pages 224–244. Springer. DOI: https://doi.org/10.1007/978-3-030-22646-6_16.

Tondello, G. F., Mora, A., and Nacke, L. E. (2017). Elements of gameful design emerging from user preferences. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pages 129–142. ACM. DOI: https://doi.org/10.1145/3116595.3116627.

Vogler, C. (1985). A practical guide to joseph campbell’s the hero with a thousand faces. Hero’s Journey.

Vogler, C. (2007). The Writer’s journey. Michael Wiese Productions Studio City, CA.

Waltz, S. P. and Deterding, S. (2015). The Gameful World: Approaches, Issues, Applications.

Downloads

Published

2024-05-27

How to Cite

PALOMINO, P.; ISOTANI, S. Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education. Journal on Interactive Systems, Porto Alegre, RS, v. 15, n. 1, p. 478–489, 2024. DOI: 10.5753/jis.2024.4083. Disponível em: https://journals-sol.sbc.org.br/index.php/jis/article/view/4083. Acesso em: 21 nov. 2024.

Issue

Section

Regular Paper

Most read articles by the same author(s)