DIGITAL LIBRARY
ARE YOU ON THE RIGHT TRACK? – IMPLEMENTING A GAMIFICATION PLATFORM TO SUPPORT STUDENTS TO COMPLETE THEIR INTENDED DEGREE
Hamm-Lippstadt University of Applied Sciences (GERMANY)
About this paper:
Appears in: ICERI2016 Proceedings
Publication year: 2016
Pages: 8397-8402
ISBN: 978-84-617-5895-1
ISSN: 2340-1095
doi: 10.21125/iceri.2016.0921
Conference name: 9th annual International Conference of Education, Research and Innovation
Dates: 14-16 November, 2016
Location: Seville, Spain
Abstract:
Over the last decades a number of new learning methods were introduced within the educational system based on e-learning, blended learning or virtual learning environments. In recent years the idea of using elements from the gaming sector has spread out.

There have already made some experiments in using game-based learning to improve students’ performance mostly related to specific lectures or topics. This article describes a more general approach and deals with designing and implementing a gamification platform called StudyBudy. The intention of StudyBudy is not to assist the learning process of specific courses or materials. StudyBudy targets at playfully increasing the overall success of students in their degree programs by rewarding promising activities of students like attendance at exercises or reasonable interaction with instructors. The overall target is therefore to reduce the general dropout rate of students.

This article will discuss the basic principles of game-based learning and how these principles were introduced into StudyBudy. We will discuss gaming elements and reward strategies for the purpose of increasing general motivation of students and how to give different student groups a meaningful feedback about their activities. Furthermore, we illustrate, how StudyBudy can be utilized by instructors in order to reward students on a day-to-day basis and how the platform can be integrated into an existing e-learning environment.
Keywords:
Game-based learning, gamification, student support.