https://doi.org/10.22364/htqe.2024.09 | 116-130 | PDF

Systematization of Gamification Elements

Santa Dreimane
University of Latvia, Latvia

Abstract
Gamification is a relatively new concept that has gained recognition among researchers since 2012 and has shown potential in a variety of fields. Gamification uses game elements to develop motivation, change behavior and attitudes, and solve problems. The game elements are one of the main characteristics of gamification and distinguishes it from similar disciplines like game-based learning and serious games; accordingly, it is important to systemize them so that the implications in the learning environment are more efficient and easier for educators to use when creating a gamification strategy.
To achieve the aim of this research, the data mining was used as the research method to obtain the taxonomies, systematizations and models of gamification elements available on “ResearchGate” database. To mine the date, the keywords “gamification elements” and “taxonomy” or “systematizations” were used. Additionally, the data were restricted to the full-text accessibility. Altogether, 5 data units were detected within “ResearchGate” database that were suitable for the research and selected for the further analysis
Within the framework of the present research, collected gamification elements were analyzed, systemizing the gamification elements mentioned in the works of various authors, the taxonomy of game elements, and their explanations in the context of the gamified learning process. In total, 32 gamification elements are systematized into four dimensions (1) game design elements, 2) motivational elements, 3) social elements and 4) technical game elements), considering the meaning and impact of the elements on the gamification process and its participants. The systematization of gamification elements aims to help to better understand the role of each element in the gamified learning process and to choose the right combination of elements appropriate for a particular situation.

Keywords: Gamification; gamification elements; game elements; systematization; systematization of gamification elements.


In: Human, Technologies and Quality of Education, 2024. Proceedings of Scientific Papers = Cilvēks, tehnoloģijas un izglītības kvalitāte, 2024. Rakstu krājums.  EdL. Daniela. Riga: University of Latvia, 2024. 564 p.
ISBN 978-9934-36-301-6  
https://doi.org/10.22364/htqe.2024