Convas: Guidelines for Gamifying Learning Management Systems
Typ
Examensarbete för masterexamen
Program
Publicerad
2019
Författare
HAGE, JOHAN
WILLMAN, OSKAR
Modellbyggare
Tidskriftstitel
ISSN
Volymtitel
Utgivare
Sammanfattning
Gamification is an increasingly popular topic, being implemented in a wide variety
of sectors with the intent to increase user engagement and motivation. One
sector in which gamification shows great promise is the sector of education and
learning, as the motivational effects of gamification can be of great use when engaging
students in various educations. While the need for educated people is ever
increasing, student attendance has been shown to be on the recline [10]. This thesis
aims to explore the use of gamification in higher education to increase student
motivation and engagement in order to tackle this problem.
The topic of gamification in higher education was explored through the design and
implementation of a gamified experience in a Learning Management System targeted
at students in higher education. The gamified experience was constructed
with the help of GWEN, a gamification service developed by Insert Coin. Through
thorough user testing and an iterative design process, insights gained from the
design was used to produce a set of guidelines which depicts recommended gamification
elements to incorporate in a digital learning platform in order to create
an experience which makes for an as positive impact on students motivation and
engagement as possible.
The project resulted in both a prototype of a learning management system called
Convas, which incorporates various gamification elements, as well as a set of
guidelines aimed to help future designers with designing similar systems.
Beskrivning
Ämne/nyckelord
Gamification , Learning , Education , Motivation , Learning Management System