Content area
Full text
Abstract: With the sudden outbreak of the deadly COVID-19 virus, countless academic institutions around the world were driven to shift entirely from teaching in physical classrooms to online teaching overnight. One of the biggest challenges faced by educators is how to sustain student engagement in online delivery. Gamification, the approach of engaging users by employing game design elements and mechanics is one such solution. Nevertheless, in most cases the practice of gamification is more on being results oriented and less experience-centric, while the success of video games is usually more focused on its overall player experience. For the purpose of this paper, the term 'vertical gamification' is used to describe the lower-tier levels of gamification which utilizes game elements such as leader-boards, points and badges as its purpose is to attain higher points for rewards. The utilization of social gameplay elements such as the challenge, opposition, and competition aspects of game design within gamification is termed as 'horizontal gamification'. The horizontal reference refers to a more social-centric aspect of game experience. This paper aims to examine learners and their perceived experience in the gamification of online classes and to gauge the level of engagement and challenges faced by these learners. The research also aims to investigate if a vertical gamification procedure provides a similar level of engagement as the horizontal gamification procedure. Through a series of surveys involving 108 participants within a normal online class environment, online classes utilizing vertical gamification and online classes utilizing horizontal gamification; the research was able to determine at which point the learner's level of engagement increases. The research will apply the GAMEFULQUEST instrument to assess the perceived gamefulness between the various online classes to ascertain the success of using a more distinctive experienced-based gamification approach to enhance engagement for online teaching and learning.
Keywords: Gamification, Online Teaching, Game Design, Serious Games, Social Gameplay
1.Introduction
The COVID-19 pandemic in early 2020 was a global event that shaped and will continue to shape society in lasting ways - from how we travel, to how we shop, to our perception of security, and to the scrutiny we go through to perform our daily chores. However, one of the biggest impacts of the COVID-19 pandemic is to our education system where it...