Gamification in Education: Productivity and Motivation Through Gamified Time Management Software

被引:0
|
作者
Browne, Robert [1 ]
Raeside, Luke [1 ]
Gray, Geraldine [1 ]
机构
[1] Inst Technol Blanchardstown, Dublin, Ireland
关键词
gamification; pomodoro technique; time management; motivation; education;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This paper presents gamified time-management software designed and developed as part of an empirical study to investigate the effects that a gamified Pomodoro application has on student performance and engagement while also analyzing student work patterns. This software represents an important first step in this study. It is envisaged that the findings from this study will have implications in education and in software development environments. The time management software developed as part of this study is based on Francesco Cirillo's Pomodoro Technique. However, gamification has been integrated into the newly developed software tool. Research suggests that extended work sessions result in a lack of dopamine release and, therefore, reduce motivation and productivity. The mechanisms used as part of the Pomodoro Technique are theorized to trigger these dopamine releases. Gamification research has also been shown to increase motivation and productivity during complex tasks. The hypothesis proposes that the combination of gamification and the Pomodoro Technique has a significant positive effect on user motivation and productivity within an education context. The software records work session timestamps, the number of consecutive sessions completed, badges earned, usage goals, virtual currency and rewards earned. At the time of writing, this research project involves 87 student participants from undergraduate classes in IT related modules at the Institute of Technology Blanchardstown. The participants will use the applications during continuous assessment tasks and examination study periods from September 2018 to January 2019. User data will then be collected and analyzed. Participants will be divided into a control group, supplied with a simplified time-management version of the software and a test group, supplied with a gamified version of the software. It is expected that the test group will show improved grade performance, better submission time management and improved positive engagement with the software than the control group.
引用
收藏
页码:867 / 871
页数:5
相关论文
共 50 条
  • [21] Studying the Impact of Gamification on Motivation in Remote Programming Education
    Scott, Lauren
    Dalton, Nick
    PROCEEDINGS OF THE 20TH EUROPEAN CONFERENCE ON E-LEARNING (ECEL 2021), 2021, : 627 - 634
  • [22] GAMIFICATION AND EDUCATION: A STUDY OF THE EFFECTS ON STUDENTS SITUATIONAL MOTIVATION
    Leitao, Rui
    Turner, Sarah
    Maguire, Martin
    EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2019, : 3110 - 3118
  • [23] Improving Soft Skills and Motivation with Gamification in Engineering Education
    Takacs, Judit Modne
    Pogatsnik, Monika
    Kersanszki, Tamas
    MOBILITY FOR SMART CITIES AND REGIONAL DEVELOPMENT - CHALLENGES FOR HIGHER EDUCATION, VOL 1, 2022, 389 : 823 - 834
  • [24] Gamification in software engineering education: A systematic mapping
    Alhammad, Manal M.
    Moreno, Ana M.
    JOURNAL OF SYSTEMS AND SOFTWARE, 2018, 141 : 131 - 150
  • [25] Gamification in Software Engineering Education: An Empirical Study
    Souza, Mauricio R. de A.
    Constantino, Kattiana
    Veado, Lucas
    Figueiredo, Eduardo
    2017 IEEE 30TH CONFERENCE ON SOFTWARE ENGINEERING EDUCATION AND TRAINING (CSEE&T), 2017, : 276 - 284
  • [26] Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD
    Goncalves Gomes, Tassio Jose
    dos Santos, Wilk Oliveira
    Marques, Leonardo Brandao
    da Silva Brito, Patrick Henrique
    Bittencourt, Ig Ibert
    PROCEEDINGS OF THE XV BRAZILIAN SYMPOSIUM ON INFORMATION SYSTEMS, SBSI 2019: Complexity on Modern Information Systems, 2019,
  • [27] Effective Integration of Gamification and Learning Management Systems for Creating Gamified Learning Arrangements
    Bartel, Alexander
    Hagel, Georg
    Wolff, Christian
    PROCEEDINGS OF THE HEAD'17 - 3RD INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES, 2017, : 679 - 686
  • [28] Enhancing Student Motivation and Engagement through a Gamified Learning Environment
    Hellin, Carlos J.
    Calles-Esteban, Francisco
    Valledor, Adrian
    Gomez, Josefa
    Oton-Tortosa, Salvador
    Tayebi, Abdelhamid
    SUSTAINABILITY, 2023, 15 (19)
  • [29] Gamification in Education Through Design Thinking
    Sombrio, Graziela
    Schimmelpfeng, Leonardo Enrico
    Ulbricht, Vania Ribas
    Villarouco, Vilma
    Design, User Experience, and Usability: Novel User Experiences, Pt II, 2016, 9747 : 311 - 321
  • [30] Gamification and Functional Prototyping to Support Motivation Towards Software Process Improvement
    Ruiz, Mercedes
    Trinidad, Manuel
    Calderon, Alejandro
    PRODUCT-FOCUSED SOFTWARE PROCESS IMPROVEMENT (PROFES 2016), 2016, 10027 : 697 - 704