Researched Article Related to School Works
THEORY AND GAMES: DEVELOPING A METHOD FOR GAMIFYING
HIGHER EDUCATION
E. Rivera, C. Garden
Edinburgh Napier University (UNITED KINGDOM)
Abstract
Gamification, the use of game attributes in non-game context, is used in the private sector as well as
education[1]. Research into Gamified Learning (GL) often focuses on case studies of impact or value
[2], and can suffer from a lack of parsimony. The results are frameworks for gamified learning with
limited or unclear practical applications and even less research on how to “gamify”. However, consistent
among this research are intersections with research in Student Engagement (SE). This presentation
describes how a study on gamification’s impact on SE produced an unintentional by-product - a way to
create GL without extensive knowledge of gamification, and potentially serving research with a testable
technique
for
“gamifying”
in
Higher
Education
(HE).
Existing means for observing GL were insufficient for our study, so we sought to create one via a
synthesis of frameworks. First, Bedwell’s taxonomy of “game attributes” (GA’s) isolates and describes
the basic parts of any game [3]. This helps to identify the presence of GA’s in learning. Next, the use of
those GA’s must conform to a definition of GL that’s rigorous enough to be measured. Landers “Theory
of Gamified Learning” (ToGL), contextualises GL as an intervention that identifies, extracts, and embeds
GA’s into learning [4] where GA’s, instructional content, and students’ “behaviours and attitudes” (B/A’s)
work together to affect learning. Encouragingly, much of the individual B/A’s described in the ToGL are
SE concepts. If SE can stand in for B/A’s in the ToGL, then SE research may hold the key gamification.
For this, we turned to Ella Kahu’s consolidation of multiple SE frameworks in HE [5]. This breaks SE
down into measurable variable-states ideal for Landers’ B/A’s, completing our framework for observing
GL’s impact on SE. However, in the process, Kahu’s work also implies that relationships between GA’s
and SE variable-states are explainable by many learning theories. In which case, almost any learning
theory could be used to select GA’s to target SE variable-states, using our newly completed
observational
framework.
Rather
than
observing
GL,
you
could
create
it.
The result is a step-by-step methodology for gamifying formative assessments. Here, Kahu’s SE
framework is mapped onto a player’s engagement (PE) with a game, and a learning theory of their
choice explains how it’s GA’s affect (PE), and thus SE. This allows for the identification, extraction, and
embedding of game attributes, targeting SE for learning. The methodology is already in test phases
with
staff
members
at
Edinburgh
Napier
University.
1
INTRODUCTION
Recently, The United Kingdom Higher Education sector has received pressure from the government[6]
to enact policies and practices which encourage students to weigh their potential experience with the
cost of education. However, enabling students to distinguish between universities via experience
requires that universities provide some type of metric with which student experience could be measured.
The impetus to better understand the student experience, not simply to measure it, but also to improve
it is not new. In fact, it is one of the reasons why UK Universities have begun subscribing to the
methodology of Transforming the Experience of Students Through Assessment (TESTA) [7]. TESTA
has provided universities with an understanding of how assessments can affect the way students
perceive their education as a whole, and what they take away from the experience. In that regard, one
of the major conclusions of TESTA’s first few years is the value of formative assessment. Formative
Assessment is an assessment that is not meant to evaluate the student, but rather evaluate the
student’s learning, and through feedback provide the student with a tailored comprehensive picture of
how to achieve their learning goals prior to a final evaluation[8]. In essence, to participate in a formative
assessment is to participate in a developmental act of teaching and learning.
However, lecturers often encounter problems with formative assessment. Attendance can be poor,
participation can be minimal, and students often do not take advantage of the feedback that is offered.
Unfortunately, this lack of engagement with formative assessment is actually in keeping with its
theoretical foundations [9], where Formative Assessment prioritises learning above performance,
feedback over marks, and choice over mandatory participation. However, evidence shows that when
students are given a choice between marks or feedback, they will prioritise marks, and even ignore
feedback in the presence of marks[10]. This might lead some to conclude that formative assessment
causes or suffers from poor student engagement, however the theory that supports formative
assessment practice in UK Higher Education suggests that engagement plays a major role in what
makes formative assessment so effective[11]. Given the challenges to engagement in formative
education, we began investigating gamification. Gamification, as defined by Deterding, is the use of
game elements in a non-game context, affects how people participate in an experience[12]. Our study
seeks to understand how gamification impacts student engagement with formative assessment.
In order to explore the effect of gamification on student engagement, we required a means of observing
and evaluating gamification as it acts in a formative assessment or learning scenario, and a means of
observing and measuring levels of student engagement in relation to that gamified learning. However,
gamification research is limited despite its rapid proliferation [2]. Dicheva et al’s mapping of gamification
research confirmed the conclusions of our own literature review, that gamification research in education
is largely anecdotal or statistical in nature, rarely including the application of any theoretical framework
that grounds their definition of gamification, how it affects its outcomes, or how the outcomes qualify as
engagement. This leads us to the conclusion that there is no existing framework to directly support our
study. The most applicable exceptions are works that pertain to aspects of our study, but not the whole.
First, Bedwell’s Taxonomy of Game Attributres [13] attempts to clarify, at least in part, what Deterding
means by ‘game elements’. These attributes describe nineteen fundamental components used by any
game, as well as providing context for their use. This work was further developed to demonstrate a link
between specific Game Attributes and Training outcomes [14]. These Training Outcomes are grounded
in the pedagogical theoretical framework of Kraiger at al [15]. Secondly, Lander’s Theory of Gamified
learning offers a framework for understanding the mechanics of how gamification affects learning. This
framework is an abstraction, distilled from previous gamification research, which anatomises a gamified
learning scenario into four interrelated components. These are the instructional content, the game
characteristics, the learning outcomes, and perhaps most importantly, the behaviours and attitudes of
the student. The behaviours and attitudes are a significant addition to research in gamified learning,
because they pertain to a key principle of Landers’ framework, that gamification does not affect learning
but rather affects a student’s behaviour and attitudes, which then in turn affect learning. However,
neither of these works relate explicitly to Student engagement.
Given that there is no single framework that could allow us to observe gamification’s effect on
engagement with formative assessment, we chose to design one. This framework would have to
negotiate multiple theories, observing gamified learning as defined by Landers, focusing on how the
use of Bedwell’s Game Attributes affected engagement, within a formative assessment as it is defined
for use in our study the likes of Jessop, Black, and Williams [11], [16]and practiced in universities like
Edinburgh Napier. However, doing this would also require a definition for student engagement which
aligns with the other frameworks. One rigorousness enough to support observation and measurement.
The process of combining these theories resulted in a framework for observing gamification and
engagement in formative assessment, with implications for further development that might allow
practitioners to employ gamification (even those unfamiliar with it) to purposefully and systematically
target student engagement in the design of teaching and learning.
2
METHODOLOGY
Our methodology involved identifying key concepts in gamification and formative assessment theory,
accounting for varying shifts in language and terminology as well as shared foundations in previous
research between the two areas, to search for overlapping concepts that might also exist in engagement
theory. We sought to determine an approach to engagement that would not contradict our definitions
for gamification, gamified learning, game attributes, and formative assessment, and would potentially
aid in their consolidation. This began with an attempt to consolidate our existing theories, where ever
possible. Beginning this process required an understanding of the potential scope of the outcome. The
idea was to create an observational framework which could be repeated by other researchers, and was
not limited in its use to our purposes or our setting. We began consolidation with Lander’s Theory of
Gamified Learning(TOGL). Gamified learning is not gamification. Rather, it is a highly contextualised
version of gamification. It is also not a basis for the practice of gamified learning, but merely a means
of understanding it. This means that it is simple and abstract enough to apply to any gamified learning
scenario, but still complex enough to describe conceptual relationships within that scenario. TOGL
would provide a template to be expanded upon or further defined through the consolidation of our other
theories through a close analysis of Lander’s work. This involved isolating each component in the theory
of gamified learning and finding related concepts and functions in formative assessment and other parts
of gamification.
LEARNING OUTCOMES
Starting with the most obvious relationship, learning outcomes are the final component to gamified
learning. Learning outcomes, as defined by Taxonomy [17], describe what the student should be able
to do at the conclusion of the learning experience. Bloom’s taxonomy is formally used in the design of
learning outcomes throughout universities and the UK. While this taxonomy is often restricted to the
cognitive levels of learning in Higher Education teaching practice, there is nothing about the TOGL that
is exclusionary to those levels. At this stage in development, learning outcomes as featured in TOGL
are not a point of consolidation but rather an indicator that this theory can be used to describe gamified
learning as employed by a variety of learning theories and teaching methodologies.
BEHAVIOURS AND ATTITUDES
From Learning Outcomes, the closest component in the TOGL is ‘behaviour and attitude’. Landers
never goes as far as defining behaviour/attitude, but he is clear about its place in gamified learning
and even places it on par with an undefined use of the word engagement, stating ‘In contrast,
gamification practitioners do not generally seek to influence learning directly; instead, the goal of
gamification is to alter a contextual learner behavior or attitude (e.g., engagement)’. He goes on to
draw numerous examples from education research that describe ‘cognitive effort’, ‘active
participation’, ‘engagement in school work’, and ‘note taking and reflection’ and their effects on the
students learning and overall benefit. The implication here is that Behaviour/Attitude is the primary
object of gamification’s impact and is indicative of the actions and state of mind that, when viewed in
the context of education, directly affect the achievement of learning. Unfortunately, though Lander’s
seems content to equate Behaviour/Attitude with Engagement, his description of the term is not
consistent enough to use a framework for engagement. Therefore, we’re remanded to noting Lander’s
characterisation of behaviour/attitude and comparing it where possible to similar ideas in formative
assessment.
The pedagogic research that informs formative assessment is characterized by the incorporation of
the cognitive acts of learning, as well as “self-attribution” and “readiness to learn”, an approach to
learning which is informed by psychology and to a certain extent sociology [18]. Like Landers’
Behavior/Attitude, these are part of the psychological, sociological, and behavioral aspects of
feedback that lecturers must understand in order to evaluate what a student needs to enable their
own movement into a more advanced stage of learnedness, often referred to as the proximal zone of
development [9], [19]. Therefore, in the context of our work, Behaviors/Attitudes are the cognitive,
psycho-social, or behavioral ways in which students ‘engage’ with a gamified formative assessment
and its feedback. Using these concepts, we reviewed research into the theory of Student
engagement, seeking a framework which employs these concepts in analogous ways.
Ella Kahu’s Framework for Student Engagement proved to be the prime candidate for our purposes.
Kahu’s Engagement Framework consolidates a number of approaches to the subject throughout the
Higher Education sector, including Behavioural, Psychological, Socio-cultural, and Holistic. Like
Landers, Kahu causally anatomises her subject into constituent parts, those being the psycho-social
and institutional factors which she refers to as Antecedents (the influences on a student engagement),
the State of Engagement (the mitigating factor), and the consequences of engagement which include
but are not limited to learning (the outcomes of engagement). The state of engagement, as she
describes it, is a multi-dimensional set of variables that exist across cognitive (thinking), affective
(emotional), and behavioral levels. This aligns with our employed theory of formative assessment and
applies to Landers’ examples of Behavior/Attitudes. Moreover, in the construction of her framework,
Kahu emphasizes the importance of distinguishing the state of engagement from its antecedents and
consequences. With a framework for student engagement sufficient to our purposes, we can
confidently substitute the mitigating component of Kahu’s framework, ‘student engagement’, for
Lander’s behavior/attitudes and without concern that it overlaps or blurs into other components in the
theory of gamified learning.
GAME CHARACTERISTICS AND INSTRUCTIONAL CONTENT
Proceeding behavior/attitudes in the TOGL are the components of game characteristics and
instructional content. Both components feed directly in behavior/attitudes, but unlike game
characteristics, instructional content has an additional link directly to learning outcomes. The link
between instructional content and learning outcomes is a key aspect to Landers’ gamified learning,
supporting his principle that gamification must be a transformative intervention, acting on a preexisting learning design which must effectively support learning without gamification. According to
Landers, ‘Critical to the success of any gami- fication effort is that the instructional content in place is
already effective. The goal of gamification cannot be to replace instruction, but instead to improve it. If
the instructional content does not already help students learn, gamification of that content cannot itself
cause learning.’ Much as he does with his behavior/attitudes component, Landers doesn’t provide a
specific definition for game characteristics, but does consider Bedwell’s game attributes a sufficient
example. Landers even goes so far as to incorporate game attributes into his definition for gamified
learning, proposing ‘the gamification of learning can be best scientifically defined as the
implementation of Bedwell and colleagues’ learning-related game attributes outside the context of a
game. More specifically, in the context of learning, video game elements in Deterding and colleagues’
definition should refer to the game attribute categories described by Bedwell and colleagues. Based
upon this contention, gamification of learning is defined as the use of game elements, including action
language, assessment, conflict/challenge, control, environment, game fiction, human interaction,
immersion, and rules/goals, to facilitate learning and related outcomes.’ While the taxonomy of game
attributes can stand in for Landers’ game characteristics, its relationship to engagement is less
straight forward than that of behavior/attitudes. The TOGL suggests that game attributes should be
chosen based on the behavior/attitudes that a practitioner wishes to effect but is unclear about the
means by which a practitioner makes that determination. Similarly, Kahu asserts that antecedents
influence engagement, drawing on the various consolidated approaches to explain the different
means by which different antecedents work together to influence engagement. However, despite the
similarities between game attributes and engagement antecedents, or the comparative depth with
which Kahu’s antecedents are constructed, this is not enough to determine where Kahu’s
antecedents’s sit in the TOGL with respect to behavior/antecedents. However, listed amongst the
antecedents in Kahu’s framework, are teaching, curriculum, and assessment, all of which are
comparable to Landers’ component of instructional content. Given the nature of gamified learning as
an intervention, it stands to reason that if engagement antecedents contain instructional content, and
instructional content must be in place and effective prior to gamification, then it stands to reason that
engagement antecedents should precede game attributes in the TOGL.
Finally, by analyzing the component of instructional content to understand its role in our consolidated
framework, we came across one of the first significant findings of this study. Beginning purely as a
matter of linguistics, the idea of using substituting an assessment as instructional content seemed
counter intuitive with regards to their role in obtaining and conveying information. Instruction delivers
information, while assessment merely gathers it. Strictly speaking, assessments do not instruct.
Delving into the TOGL even further, Landers only describes instructional content by what it does and
where it comes from, implying that it is any material which is provided by a practitioner of teaching
and learning, which serves as the basis for the achievement of learning outcomes and has a direct
relationship to learning outcomes, stating ‘making the relationship between Instructional Content and
Learning Outcomes stronger). Landers even cites his own experiment to draw a direct parallel
between instructional content and formative assessment, ‘completion of the gamified practice tests
was itself intended to increase learning... by gamifying the practice tests, the researchers hoped to
encourage completion of more practice tests.’ Landers, however, does not state how completing the
tests supports learning, but does describe how an ‘additional target behavior’ of engaging in repeated
practice tests caused students to increase what Kahu’s Student Engagement refers to as ‘time and
effort’ as a means of improving their own performance. Landers’ example may position assessment
as instructional content; however it is the students’ performance and ‘additional target behavior’ that
provides the student with information they use to improve their learning. What Landers is describing is
analogous to a formative assessment wherein where learning takes not through the act of taking the
assessment, but through the receipt and use of feedback. If gamified learning involves the application
of game attributes to instructional content, the implication for gamifed formative assessments is that
the intervention of gamification cannot be applied to any part of the formative assessment design, but
rather must be applied the process of feedback or specifically targeted to affect the behavior/attitude
with regard to feedback. This is the final component in our consolidated framework for understanding
the impact of gamification on formative assessment.
3
RESULTS
Our consolidated Framework for measuring gamification’s impact on student engagement with
formative assessment (Fig.1) combines the major components of theories from gamification, gamified
learning, formative assessment, and engagement, and preserves the original relationships between
that link constituent components in their native theories. Working in concert with this framework, we
employ a modified version of TESTA [16] to isolate the game attributes used in students’ gamified
formative assessment and observe how each impacts on the affective, cognitive and behavioral aspects
of a student’s engagement via their changing perceptions of their own engagement antecedents.
Figure 1. The Gamification for Student Engagement Framework
Relationship between elements of Landers’ Theory of Gamified Learning ([20], square), Kahu’s
Framework for Student Engagement ([21], circle) and Bedwell’s Taxonomy of Game Attributes ([22],
diamond). Assessment feedback is an antecedent of engagement, which can be likened to the
instructional content of a game (A). The student/ player engages with the assessment/ content through
behaviours and attitudes (C) to achieve the learning outcome, a consequence of engagement (B).
Game characteristics/ attributes (D) influence the behaviour/ attitudes of the student/ player and hence
the state of engagement, which is also influenced by the antecedents of engagement (E). Kahu
proposes that engagement is circular, where increased engagement leads to increased outcomes of
engagement such as academic performance, and in turn affects the antecedents of engagement, for
example, the motivation to sustain academic performance (B, E). (PUTTING THEORY INTO
PRACTICE: GAMIFICATION FOR STUDENT ENGAGEMENT,E.S. Rivera, C. L. P. Garden, Edinburgh
Napier University, EduLearn2018)
However, as our study developed and fellow teaching and learning practitioners became familiar with
it, we perceived a need to provide lecturers with an accessible method for gamifying as none appeared
available. Indeed throughout our research, we found no concise ‘how to’ for the process of gamifying
let alone gamifying learning [2], [4], [23]. In response to this, and with a need to ensure the study had
enough participants with gamified formative assessments to observe, we increasingly turned to our own
framework to offer propositions for how one might gamify learning, ultimately developing a step-by-step
process for the gamification of formative assessments, specifically targeting student engagement. This
method for gamifying is currently being tested at our university in the form of instructional workshops.
4
CONCLUSIONS
While method for the gamification of learning is still being refined, we encourage practitioners to test
the framework, interrogate it, and further develop it into a robust and scalable tool for use across the
sector. This is because the constituent theories used to create our framework are themselves broadly
applicable, and its development and use has implications for how teaching and learning maintains
preserves its purpose in the sectors response to market forces and changes in the political landscape.
As universities become more competitive around student experience, the pressure to stand out could
motivate institutions to quickly enact policies based on the latest movements, trends, or developments
in education, of which gamification is one. These policies can put pressure on teaching and learning
practitioners to engage in innovations they may believe are not support learning, innovations they do
not fully understand, or innovations that are difficult or time consuming to implement given their current
workload. Our intent is to not only provide those practitioners with a means of measuring gamification’s
impact, but to also assist them in implementing gamification according to a process which is theoretically
sound, accountable, and achievable in the face of limited time and resource, all while purposefully and
systematically seeking to improve the way students engage with their learning.
Political aspects. Future of HE. No more buzzwords. Accessible rigor, quality.
ACKNOWLEDGEMENTS
The authors wish to thank the Edinburgh Napier University Teaching Fellows Development Grant for
supporting this work, Edinburgh Napier PhD student Kimberly Wilder for her consultation on TESTA,
and Dr Samantha Campbell Casey, Dr Kevin Chalmers and Dr Bridget Hanna for co-supervision of
ER’s PhD.
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References [Arial, 10-point, left alignment, upper and lower case] should be cited according to the
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