Gamifying Teacher Students’ Learning Platform : Information and Communication Technology in Teacher Education courses
Nousiainen, T., Vesisenaho, M., Ahlström, E., Peltonen, M., Fort, S., & Gómez, S. (2020). Gamifying Teacher Students’ Learning Platform : Information and Communication Technology in Teacher Education courses. In F. J. García-Peñalvo, & A. García-Holgado (Eds.), TEEM'20 : Proceedings of the Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 688-693). ACM. https://doi.org/10.1145/3434780.3436659
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2020Copyright
© 2020 ACM
This paper presents initial results from a study exploring teacher students’ experiences related to the gamification of an online learning platform in higher education. The aim was to get an understanding of the participants’ views regarding the use of game elements and to examine the user type profile of this group in order to explore the potential of applying user types in planning gamification solutions for teacher students. The participants’ overall experience of having game elements as part of their course platform was principally positive. User types students presented were investigated using the Hexad scale adapted from game design: in this user group, Socialiser and Philanthropist were the predominant types while Disruptor was by far the least common one. In terms of learning tasks, the participants expressed being motivated particularly by tasks with a strong creative focus. The findings inform us about the directions to take in the development of suitable solutions for supporting teacher students’ motivation in online and blended learning.
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ACMParent publication ISBN
978-1-4503-8850-4Conference
International Conference on Technological Ecosystems for Enhancing MulticulturalityIs part of publication
TEEM'20 : Proceedings of the Eighth International Conference on Technological Ecosystems for Enhancing MulticulturalityKeywords
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https://converis.jyu.fi/converis/portal/detail/Publication/47878329
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European CommissionFunding program(s)
Strategic partnerships, E+
The content of the publication reflects only the author’s view. The funder is not responsible for any use that may be made of the information it contains.
Additional information about funding
This research was funded by ADeAPTIVE (Advanced Design of e-Learning Applications Personalizing Teaching to Improve Virtual Education) project with the support of the Erasmus + of the European Union (grant number 2017-1-ES01-KA203-038266). This study was also funded by ACCIO´, Spain (Pla d’Actuacio´ de Centres Tecnològics 2019) under the project Augmented Workplace. This study was also funded by the Fondo Supera COVID-19 (Project: Development of tools for the assessment in higher education in the COVID-19 confinement)

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