학술논문

An Innovative Multi-Layer Gamification Framework for Improved STEM Learning Experience
Document Type
Periodical
Source
IEEE Access Access, IEEE. 10:3879-3889 2022
Subject
Aerospace
Bioengineering
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Computing and Processing
Engineered Materials, Dielectrics and Plasmas
Engineering Profession
Fields, Waves and Electromagnetics
General Topics for Engineers
Geoscience
Nuclear Engineering
Photonics and Electrooptics
Power, Energy and Industry Applications
Robotics and Control Systems
Signal Processing and Analysis
Transportation
Education
STEM
Media
Learning systems
Game theory
Urban areas
Application programming interfaces
learning management system
gamification
TinCan API
Language
ISSN
2169-3536
Abstract
Lately, gamification (i.e., employing game-design elements and game principles in non-game contexts) has gained massive popularity and widespread usage in various areas, including education. However, gamification deployment in education in general and remote education in particular still faces many challenges that mainly influence user quality of experience. These challenges include lack of dedicated communication-based systems, potential additional load on teachers, absence of customization and personalization for users, and no support for advanced technology-enhanced learning (TEL). This paper investigates the use of gamification for networked delivery of science, technology, engineering and mathematics (STEM) subjects. It proposes an innovative gamification framework, the NEWTON-enhanced gamification model (N-EGM), which was designed as part of the European Horizon 2020 project NEWTON. The paper also describes the proposed N-EGM model deployment in the gamification engine of a real learning management system and its associated communication and networking solution. The communication support provides easy-to-use gamification configuration functionality and efficient data collection and processing in a heterogeneous technology context. Finally, the paper evaluates the proposed N-EGM model as part of a NEWTON project pilot deployed in a Romanian school. The results demonstrate the effectiveness of the proposed gamification solution in improving both students’ learning experience and their engagement, while also increasing student knowledge gain.