Gamification Strategies as Formative Assessment Methods. A Systematic Review

  • Conference paper
  • First Online:
Proceedings of the 18th Latin American Conference on Learning Technologies (LACLO 2023) (LACLO 2023)

Abstract

This article aims to deepen the analysis of gamification strategies as a method to offer feedback in the form of formative assessment for elementary school students (K-12). Gamification is defined as the set of strategies that involve dynamics that recreate game experiences, with the purpose of transmitting specific content, and not only for the pleasure of playing itself. It is considered that the psychological effects that playing generates are very beneficial, since playful environments have great motivating potential and allow fluid exchanges through active roles on the part of their participants. Despite the fact that academic production regarding gamification strategies has been very important in the last decade, studies do not discriminate between the different game elements that are part of gamification, such as leaderboards, levels, rankings, etc. For this reason, this review focuses specifically on one of them: the awarding of medals, to learn more about its effects. Beyond its benefits, the incorporation of these practices also supposes a great challenge, which is the need for evaluation that education systems demand. In response to these topics, a systematic review of the literature covering the period 2011–2020 is proposed, specifically delving into the link between: gamification strategies in formal education environments and the implementation of formative assessment methods through gamification by badges.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
EUR 32.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or Ebook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 189.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 249.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free ship** worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Terras, M.M., Boyle, E.A.: Integrating games as a means to develop e-learning: Insights from a psychological perspective. Br. J. Edu. Technol. 50(3), 1049–1059 (2019)

    Article  Google Scholar 

  2. Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? a literature review of empirical studies on gamification. In: 2014 47th Hawaii international conference on system sciences, pp. 3025–3034. IEEE (2014)

    Google Scholar 

  3. Garcia-Iruela, M., Hijón-Neira, R.: What perception do students have about the gamification elements? IEEE Access 8, 134386–134392 (2020)

    Article  Google Scholar 

  4. Deterding, S.: Situated motivational affordances of game elements: A conceptual model. In: Gamification: using game design elements in non-gaming contexts, a workshop at CHI, vol. 10, no. 1979742.1979575 (2011)

    Google Scholar 

  5. Sailer, M., Hense, J.U., Mayr, S.K., Mandl, H.: How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction. Comput. Hum. Behavior 69, 371–380 (2017). https://doi.org/10.1016/j.chb.2016.12.033. Accessed 21 Aug 2023

  6. Hattie, J., Timperley, H.: The power of feedback. Rev. Educ. Res. 77(1), 81–112 (2007). Accessed 21 Aug 2023. http://www.jstor.org/stable/4624888

  7. Abramovich, S., Schunn, C., Higashi, R.M.: Are badges useful in education? It depends upon the type of badge and expertise of learner. Educ. Technol. Res. Dev. 61(2), 217–232 (2013). https://www-jstor-org.proxy.timbo.org.uy/stable/24546520. Accessed 21 Aug 2023

  8. Klock, A.C.T.: Mapeamentos e revisões sistemáticos da literatura: um guia teórico e prático. Cadernos de Informática 10(1), 1–9 (2018)

    Google Scholar 

  9. Petersen, K., Vakkalanka, S., Kuzniarz, L.: Guidelines for conducting systematic map** studies in software engineering: an update. Inf. Softw. Technol. 64, 1–18 (2015)

    Article  Google Scholar 

  10. Conforto, E.C., Amaral, D.C., da Silva, S.L.: Roteiro para revisão bibliográfica sistemática: aplicação no desenvolvimento de produtos e gerenciamento de projetos. In: Resumos. Porto Alegre, RS: Escola de Engenharia de São Carlos, Universidade de São Paulo (2011)

    Google Scholar 

  11. Klock, A.C.T., Gasparini, I., Pimenta, M.S., Hamari, J.: Tailored gamification: a review of literature. Int. J. Hum. Comput. Stud. 144, 102495 (2020)

    Article  Google Scholar 

  12. Hamari, J.: Do badges increase user activity? a field experiment on the effects of gamification. Comput. Hum. Behav. 71, 469–478 (2017)

    Article  Google Scholar 

  13. Hamari, J., Koivisto, J.: Social motivations to use gamification: an empirical study of gamifying exercise. an empirical study of gamifying exercise. In: ECIS 2013 - Proceedings of the 21st European Conference on Information Systems, vol. 105, no. 5, pp. 18–19 (2013)

    Google Scholar 

  14. Klock, A.C.T., da Cunha, L.F., Gasparini, I.: Um modelo conceitual para a gamificação de Ambientes Virtuais de Aprendizagem. Renote 13(1) (2015)

    Google Scholar 

  15. Chu, M.-W., Fowler, T.A.: Gamification of formative feedback in language arts and mathematics classrooms: application of the learning error and formative feedback (LEAFF) model. Int. J. Game-Based Learn. (IJGBL) 10(1), 1–18 (2020)

    Article  Google Scholar 

  16. Giessen, H.W.: Serious games effects: an overview. Procedia – Soc. Behav. Sci. 174, 2240–2244 (2015). Accessed 21 Aug 2023. https://doi.org/10.1016/j.sbspro.2015.01.881

  17. Van Roy, R., Deterding, S., Zaman, B.: Collecting Pokémon or receiving rewards? how people functionalise badges in gamified online learning environments in the wild. Int. J. Hum.-Comput. Stud. 127, 62–80 (2019). Accessed 21 Aug 2023. https://doi.org/10.1016/j.ijhcs.2018.09.003

  18. Glover, I.: Play as you learn: gamification as a technique for motivating learners. Edmedia+ Innovate Learning, 1999–2008 (2013)

    Google Scholar 

  19. Werbach, K., Hunter, D.: For the Win: How Game Thinking can Revolutionize your Business. Wharton Digital Press (2012)

    Google Scholar 

  20. Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., Knight, E.: Digital badges in education. Educ. Inf. Technol. 20(2), 403–410 (2015)

    Article  Google Scholar 

  21. Ryan, R., Deci, E.L.: La teoría de la autodeterminación y la facilitación de la motivación intrínseca, el desarrollo social, y el bienestar. Am. Psychol. 55(1), 68–78 (2000)

    Article  Google Scholar 

  22. Deci, E.L., Ryan, R.M.: Self-determination. Corsini Encycl. Psychol. 1–2 (2010)

    Google Scholar 

  23. Auvinen, T., Hakulinen, L., Malmi, L.: Increasing students’ awareness of their behavior in online learning environments with visualizations and achievement badges. IEEE Trans. Learn. Technol. 8(3), 261–273 (2015)

    Article  Google Scholar 

  24. Hamari, J., Eranti, V.: Framework for designing and evaluating game achievements. In: Digra Conference, vol. 10, p. 9966 (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Manuel Larrosa .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Larrosa, M., Wives, L., Rodés, V. (2023). Gamification Strategies as Formative Assessment Methods. A Systematic Review. In: Berrezueta, S. (eds) Proceedings of the 18th Latin American Conference on Learning Technologies (LACLO 2023). LACLO 2023. Lecture Notes in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-99-7353-8_12

Download citation

  • DOI: https://doi.org/10.1007/978-981-99-7353-8_12

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-99-7352-1

  • Online ISBN: 978-981-99-7353-8

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics

Navigation