A Review of the Literature for Designing and Developing a Framework for Adaptive Gamification in Physics Education

Author:

Zourmpakis Alkinoos-Ioannis1ORCID,Kalogiannakis Michail1ORCID,Papadakis Stamatios1ORCID

Affiliation:

1. University of Crete Department of Preschool Education, Faculty of Education, , 74100 Crete, Greece

Abstract

Physics education is essential for achieving scientific literacy and science education's primary objective. However, physics concepts are complicated for students to grasp and often present misconceptions. Some countries try to incorporate new technologies while emphasizing content other than traditional scientific knowledge. The concept and implementation of gamification in educational settings have recently been introduced and have focused on many different fields, including education. However, gamification application does not consistently achieve the expected results in students' learning. Adaptive gamification is a growing research stream that enhances traditional “one-size-fits-all” gamification approaches, increasing learners' involvement by adapting and adopting different gaming elements based on users' characteristics. Learning technologies should be designed to adhere to the learning content, such as pedagogical and psychological, learning strategies, and characteristics to construct student knowledge. Consequently, there is a clear need to establish the design paths, principles, and guidelines to develop an adaptive gamification application for physics courses. This study sought to develop an adaptive gamification framework on specific motivational and psychological frameworks, incorporating adaptive criteria, learning strategies, gaming elements, and all vital aspects of the learning process related to physics education.

Publisher

AIP Publishing LLCMelville, New York

Reference117 articles.

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2. Alomair, Y. and Hammami, S., 2020 3rd International Conference on Computer Applications & Information Security (ICCAIS) (IEEE, 2020), pp. 1–6.

3. Amado, C. M. and Roleda, L. S., Proceeding of the 2nd International Conference on Future of Education (TIIKM Publishing, 2019), Vol. 2, No. 1, pp. 85–95.

4. Andrade, P. et al., The 32nd Australian Conference on Human-Computer Interaction (ACM, 2020), pp. 220–232.

5. User/Player Type in Gamification

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