Designing practical course from a gamification perspective: Students’ Insights from Informatics Education

Authors

DOI:

https://doi.org/10.34190/ecel.24.1.4034

Keywords:

Gamification, Motivation, Engagement, Bonus points, Informatics

Abstract

Gamification is a powerful instrument in the educational process if applied with care, considering the holistic learning experience. Literature has shown that using game-based mechanisms can motivate and engage students to participate actively in the learning process. This study investigates students’ motivation and engagement to participate in practical courses developed based on a holistic gamification approach. In this paper, we present the results of a case study in a Swedish university. In one of our practical courses, we designed and implemented gamification concepts (bonus points, real-life scenarios, and role-playing). The course Software Architecture was designed and developed from scratch with the explicit aim of integrating gamification into its structure and delivery. After each lecture, we planned a workshop (with voluntary participation) with gamification elements, applying the learning outcomes. To investigate students’ insights, we distributed a research survey, complementing the general course evaluation survey, at the end of the course, during which 60% of the enrolled students were present (enrolled students : 100). In total, we collected 50 responses. The preliminary results show positive statistical significance on the students’ motivation to participate actively and engage in the course; moreover, it encourages positive collaboration among the students and helps students better understand the course content. However, students experience different gamification elements (e.g., bonus points and role-playing) differently, i.e., role-playing seems to make students struggle more to apply it to a real-case scenario. Moreover, there are indications that the implemented gamification approach added extra stress and pressure to the students. We also identify implications that awarding bonus points, which are collected during seminars and used on the final exam, at the group level instead of an individual level, cannot be a fair approach. Overall, the results indicated that the students are motivated and engaged to participate in courses developed with a holistic gamification approach. The study will be replicated with a different group of students and in a theoretical course to better understand how gamification designs can be applied in different types of courses.

Author Biographies

Panagiota Chatzipetrou, Örebro University

Panagiota Chatzipetrou is an Associate Professor and Excellent Teacher at the Department of Informatics at Örebro University, Sweden. Her research interests include Requirements Engineering, Behavioral Software Engineering and Gamification in higher education. She received her Ph.D. in Informatics in 2015 from Aristotle University of Thessaloniki (AUTh), Greece.

Jonas Moll

Jonas Moll is a senior lecturer and head of division at the Department of Informatics at Örebro University. His research interests include multisensory learning environments, eHealth systems for patients and gamification in higher education. He received his Ph.D in human-computer interaction in 2014 from the Royal Institute of Technology, Sweden.

 

Shang Gao, Örebro University

Shang Gao is an Associate Professor in the Department of Informatics at Örebro University, Sweden. His research interests include IT and learning, software development methods, information security management, and digital ecosystems. He received his Ph.D. in Information Systems in 2011 from Norwegian University of Science and Technology, Norway.

 

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Published

2025-10-17