DOI: 10.4018/IJGBL.2017100102
International Journal of Game-Based Learning
Volume 7 • Issue 4 • October-December 2017
Copyright © 2017, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Gamifying the Media Classroom:
Instructor Perspectives and the Multidimensional
Impact of Gamifcation on Student Engagement
Katie Seaborn, University College London, London, United Kingdom
Deborah I. Fels, Ryerson University, Toronto, Canada
Rob Bajko, Mount Saint Vincent University, Halifax, Canada
Jaigris Hodson, Royal Roads University, Victoria., Canada
ABSTRACT
Gamification, or the use of game elements in non-game contexts, has become a popular and
increasingly accepted method of engaging learners in educational settings. However, there have been
few comparisons of different kinds of courses and students, particularly in terms of discipline and
content. Additionally, little work has reported on course instructor/designer perspectives. Finally,
few studies on gamification have used a conceptual framework to assess the impact on student
engagement. This paper reports on findings from evaluating two gamified multimedia and social media
undergraduate courses over the course of one semester. Findings from applying a multidimensional
framework suggest that the gamification approach taken was moderately effective for students overall,
with some elements being more engaging than others in general and for each course over time.” Post-
term questionnaires posed to the instructors/course designers revealed congruence with the student
perspective and several challenges pre- and post-implementation, despite the use of established rules
for gamifying curricula.
KEywoRdS
Game-Based Learning, Gamification, Gamified Learning, Instructor Perspectives, Student Engagement
INTRodUCTIoN
Gamification is an approach that uses game elements, such as leaderboards and in-game economies,
to improve human engagement and motivation to participate and perform well in non-game contexts,
such as education (Deterding, Björk, Nacke, Dixon, & Lawley, 2013; Deterding, Dixon, Khaled, &
Nacke, 2011). Indeed, it has captured the interest of educators as a pedagogical tool for engagement
and rich learning experiences (Kapp, 2012). Given that the educational system is arguably a kind of
game itself—involving rules, structured (intellectual) play, goal-setting, and levelling, to name a few
gameful characteristics (Kapp, 2012)—the use of gamification as an approach to pedagogy seems
appropriate. However, the study of gamified learning experiences is still relatively underdeveloped.
In a review of the literature, Seaborn and Fels (2015) showed that there remains some contention
over the effectiveness of gamification in learning contexts. Further, there is much room for expansion
of the literature in terms of comparisons between course disciplines (e.g., business versus media),
course content (canonical versus contemporary topics), and pedagogical approach (readings-based
versus exam-focused versus hands-on activities, or some combination of all three). Finally, although
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