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Volume 20, 2021 EFFECT OF COMBINING GAMIFICATION AND A SCAVENGER HUNT ON PRE-SERVICE TEACHERS’ PERCEPTIONS AND ACHIEVEMENT Deema Abdulmohsen Alajaji Imam Abdulrahman bin Faisal daalajaji@iau.edu.sa University, Dammam, Saudi Arabia Abeer Aidh Alshwiah* Imam Abdulrahman bin Faisal aalshwiah@iau.edu.sa University, Dammam, Saudi Arabia *Corresponding author ABSTRACT Aim/Purpose To investigate the application of game elements to a non-gaming context (gami- fication), specifically on an early childhood teacher-training course. Background This research proposes a teaching strategy that combines gamification elements via e-quizzing tools with the main principles of a scavenger hunt (SH). The pur- pose of this blend is to provide learners with an exciting learning environment. Methodology A convenience sample of 41 students was selected from the Early Childhood Department of the School of Education in Imam Abdulrahman University (IAU), Saudi Arabia. The learners’ perceptions of gamification and the Quizizz e-tool were investigated using online scales, a focus group, and classroom obser- vations. The teachers were also interviewed to gather their views on this strat- egy. Contribution Gamification has been a focus of recent educational research, but many educa- tors find it challenging to apply gamification effectively. Therefore, this research proposes a teaching strategy that combines e-quizzing gamification elements with the main principles of an SH to create an exciting learning environment. Findings Gamification was found to improve trainee teachers’ perceptions of the se- lected teaching strategy. It also increased their motivation for learning and en- gagement with their peers, thereby proving Quizizz to be a useful gamification tool, despite some technical difficulties. Accepting Editor Benson Soong │Received: April 6, 2021│ Revised: June 6, June 12, 2021 │ Accepted: June 16, 2021. Cite as: Alajaji, D. A., & Alshwiah, A. A. (2021). Effect of combining gamification and a scavenger hunt on pre-service teachers’ perceptions and achievement. Journal of Information Technology Education: Research, 20, 283- 308. https://doi.org/10.28945/4809 (CC BY-NC 4.0) This article is licensed to you under a Creative Commons Attribution-NonCommercial 4.0 International License. When you copy and redistribute this paper in full or in part, you need to provide proper attribution to it to ensure that others can later locate this work (and to ensure that others do not accuse you of plagiarism). You may (and we encour- age you to) adapt, remix, transform, and build upon the material for any non-commercial purposes. This license does not permit you to use this material for commercial purposes. Effect of Combining Gamification and a Scavenger Hunt Recommendations This study recommends that teachers who utilize technology should do so for for Practitioners educational purposes and in new ways, rather than merely increasing the time spent using technology in the classroom. This will ensure that classes are more interesting, thereby eliciting enthusiasm from their students. Recommendations Further research is recommended to explore students’ development in the area for Researchers of collaboration, synthesis of information, critical thinking, and problem-solv- ing, as a result of gamification strategies in education. Impact on Society The study participants expressed a willingness to apply this strategy later in their careers with other students and on other courses. The collaborative and prob- lem-solving skills learned are likewise transferable to other contexts and lifelong learning. Future Research Further research is recommended to explore students’ development of other skills such as collaboration, synthesis of information, critical thinking, and problem-solving. Keywords gamification, scavenger hunt, Quizizz, perception, engagement, motivation INTRODUCTION The use of digital games has evolved in the last decade, going from being a tool used purely for en- tertainment to one that can also accommodate educational goals. Educators often seek new pedagog- ical tools that can increase learners’ interest in learning, motivation, and active engagement with learning content. In this regard, the adaptation of digital computer games has been found to be more fun and attractive for students compared to traditional learning methods (Attali & Arieli-Attali, 2015; Yıldırım, 2017). Gamification has been defined in the literature as the use of game mechanics, fea- tures (such as badges, rewards, points, and leaderboards), and game thinking in a non-gaming context (Akpolat & Slany, 2014; Alsawaier, 2018). The aim of such implementation is to create a supportive and engaging learning environment, as described by Bicen and Kocakoyun (2018). Nevertheless, gamification is not restricted purely to younger learners (da Rocha Seixas et al., 2016; Lo & Hew, 2018). Due to the positive results that gamification has already produced, a move towards its use in higher education is well underway worldwide (Akpolat & Slany, 2014; Buckley & Doyle, 2017; Cheong et al., 2014; Yıldırım, 2017). However, a challenge posed by gamification to educators in higher education is finding an effective method of application to promote students’ interest in learning, engagement, and collaborative skills (Rapp et al., 2019). Kassens and Enz (2018) ap- proached this challenge via ‘scavenger hunt’ (SH), a game that was familiar to the learners. Here, the learners searched for several clues to win a prize at the end of the game, gaining knowledge in the process. The scavenger hunt has been demonstrated as an educational tool that is attractive to learn- ers and capable of promoting learning (Kassens & Enz, 2018; Owen, 2017; Serna & Taylor, 2019; Wells, 2012). In teaching a ‘Production and Utility of Teaching Aids’ course for pre-service teachers at Imam Ab- dulrahman bin Faisal University (IAU), some practical lessons were being included at the time of conducting this study. These were aimed at training students in the production of educational tech- nology teaching tools. Meanwhile, other lessons were more theoretical, exploring educational tech- nology and design theory. In the latter, the students appeared to lack interest and motivation for learning. Therefore, the researchers sought a way of increasing their interest and motivation, while at the same time introducing them to an app and teaching strategy that they could use in their future teaching careers. The current research explores the use of gamification in the form of an SH game, which includes online gamification quizzes as a teaching strategy to increase learners’ levels of excite- ment and engagement. It also investigates the effect of this intervention on students’ learning gains 284 Alajaji & Alshwiah and their perceptions of gamification, as well as the teachers’ views of the selected game as a teach- ing strategy. The originality of this study lies in the fact that it looks at the implementation of gamification with pre-service teachers, who have never engaged in this form of SH before. It could enable a clearer un- derstanding of how SH activities influence learners’ motivation and engagement. Moreover, the sam- ple used in this study, consisting of pre-service teachers in early childhood education, were already using quiz applications in most of their university classes and during their kindergarten teaching practice. This frequent use of such quizzes could therefore reduce the learners’ excitement over their implementation as teaching tools. Consequently, incorporating an SH that requires physical move- ment, in addition to the quiz application, could increase the learners’ motivation and excitement. In addition, SHs could be used by early childhood pre-service teachers in their future work with young learners, especially as these games require physical movement, which is encouraged among younger learners during play (Giske et al., 2018). The present study also aims to provide educators with a ped- agogical tool to implement gamification, bearing in mind the findings of Yang et al. (2017), wherein educators tend to have limited knowledge of how to implement gamification. LITERATURE REVIEW To understand the gamification concept, it is important to note that it adds game elements/strategies (such as badges and rewards, which are outlined in more detail later) to an educational context, in or- der to enhance learning and collaboration, while also encouraging engagement, creativity, and positive behaviour (Alsawaier, 2018; da Rocha Seixas et al., 2016). Nevertheless, merely adding these elements to a learning context has been dismissed as mere pontification (Cheong et al., 2014). Indeed, ele- ments should be properly integrated and have a clear function. These strategies have been classified in the literature as either ‘mechanic’ or ‘dynamic,’ both of which will be clarified below (Andri- amiarisoa, 2018; González et al., 2016; Milenković et al., 2019). DESIGNING GAMIFICATION: MECHANICS AND DYNAMICS There are numerous elements to consider when designing gamification, in order for it to have an op- timal impact on students’ enthusiasm and engagement during their learning (Kapp, 2012a). These ele- ments include: (1) encouraging students to engage in a game; (2) any flow and sequence of events that is sufficiently interesting to maintain students’ engagement; (3) storytelling to motivate students; and (4) frequent feedback. Buckley and Doyle (2017) added that visible rewards are essential (for ex- ample, prizes, grades, or leaderboards) to motivate students. By drawing on the concept of gamifica- tion, other researchers have set out gamification designs based on crucial mechanics and dynamics for learner engagement (Andriamiarisoa, 2018; da Rocha Seixas et al., 2016; González et al., 2016). Game mechanics and dynamics are important in the course of creating an engaging atmosphere through game features in a non-gaming context (Bunchball, Inc., 2010). Here, mechanics refer to game rules, leading the players towards specific actions that will enable them to proceed to other lev- els (Bunchball, Inc., 2010). These mechanics can enhance students’ enjoyment, interest, competitive- ness, and curiosity (Bicen & Kocakoyun, 2018). In particular, Bunchball, Inc. (2010) defines six game mechanics that can incentivize players’ behaviour (see Table 1): points have various categories and are used to reward players for their game performance; levels refers to the various stages that a player completes in the course of playing the game; challenges are tasks that must be completed successfully; badges are awarded to acknowledge that a player has completed a level or overcome a challenge to achieve a goal (Antin & Churchill, 2011); virtual goods are non-physical items that play- ers can purchase with their points, and the leaderboard shows where players rank in a game, com- pared to their fellow players (Buckley & Doyle, 2017). Conversely, dynamics refer to players’ interaction with a game’s mechanics and narrative (Yildirim, 2017; Zichermann & Cunningham, 2011). Da Rocha Seixas et al. (2016) emphasise the importance 285 Effect of Combining Gamification and a Scavenger Hunt of the following dynamics for learners in gamification (see Table 2): rewards are points awarded to a learner for behaviour, thereby encouraging the repetition of this behaviour, while status means the recognition or attention that individuals receive after performing an activity successfully (achievable through the mechanism of the leaderboard). Specifically, accomplishments are what players love to be challenged to achieve, and their goal and mechanism consist of a game’s challenges. Meanwhile, self-expression of autonomy or originality can take place through characters and avatars. Finally, competition is encouraged by comparing players’ performance with each other, which can be achieved via the leaderboard (Bunchball, Inc., 2010). Table 1. Summary: Game mechanics (Bunchball, Inc., 2010) Game Mechanics Description Points Used to reward players for their game performance and weighted according to different categories Levels Various stages completed by a player over the course of a game Challenges Tasks that must be completed successfully Badges Awarded to acknowledge that a player has completed a level or overcome a challenge to achieve a goal Virtual goods Non-physical items that players can purchase with their points Leaderboard A virtual board showing the players’ rankings in a game, in comparison with their fellow players Table 2. Summary: Game dynamics Game Dynamics Description Rewards Points awarded to learners for their behaviour, thereby encouraging the repetition of this behaviour Status Attention or recognition received by individual players after performing an activity successfully Accomplishments Players’ achievement of goals and successful perfor- mance of mechanisms, these being the game’s challenges Competition Encouraged by comparing players’ performance SCAVENGER HUNT (SH) DESIGN AND IMPLEMENTATION According to the literature (Erenli, 2013; Hutzler et al., 2017), SHs can be designed using a variety of methods, one being a multilevel approach where various clues are hidden in different locations, even- tually leading to a prize. An alternative is the ‘mystery’ method, where a series of puzzles or riddles must be solved to find clues that will lead to a prize or the end result of the SH. A third type of SH involves a series of barcodes, each linked with a quiz or riddle, which then leads to another barcode and finally, to a prize of some kind. The latter method was used in a study by Erenli (2013), produc- ing positive outcomes with regard to learners’ perceptions and ease of use for both teachers and learners. In this current study, it was decided to incorporate a ‘barcode’ method into the design of the SH, as it was considered to be the best means of enabling the SH to deliver the intended content. Barcodes were also combined and linked to quizzes and learning content for implementation in this study (which will be discussed further in the Methodology section). 286
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