Engaged Cohorts: Can Gamification Engage All College Students in Class?
Donglei Song 1, Ping Ju 1, Hao Xu 1 2 3 *
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1 College of Computer Science and Technology, Jilin University, CHINA
2 School of Management, Jilin University, CHINA
3 Department of Computer Science and Technology, Zhuhai College of Jilin University, CHINA
* Corresponding Author

Abstract

Many gamification designs in education do effectively mobilize students to some extent. Yet, there is still very little research to account for the specific influence on each student. It is essential to determine whether the students can be engaged by gamification in terms of various psychological factors. In this paper, the game element point was chosen to design the experiment. The experiments were used to engage students to ask more questions in class. The results indicated that gamified designs were effective in engaging people who were bashful or distracted. In addition, students were engaged more easily in social circumstances through a comparison of individual and social interactions. This research provides fertile ground for further gamification designs in education.

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This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Article Type: Research Article

https://doi.org/10.12973/eurasia.2017.00755a

EURASIA J Math Sci Tech Ed, 2017 - Volume 13 Issue 7, pp. 3723-3734

Publication date: 19 Jun 2017

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Article Downloads: 1464

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