A4 Article in conference proceedings
Gamifying Teacher Students’ Learning Platform : Information and Communication Technology in Teacher Education courses (2020)


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


JYU authors or editors


Publication details

All authors or editorsNousiainen, Tuula; Vesisenaho, Mikko; Ahlström, Emilia; Peltonen, Marika; Fort, Santiago; Gómez, Sacha

Parent publicationTEEM'20 : Proceedings of the Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality

Parent publication editorsGarcía-Peñalvo, Francisco José; García-Holgado, Alicia

Place and date of conferenceSalamanca, Spain21.-23.10.2020

ISBN978-1-4503-8850-4

Publication year2020

Pages range688-693

PublisherACM

Place of PublicationNew York

Publication countryUnited States

Publication languageEnglish

DOIhttps://doi.org/10.1145/3434780.3436659

Publication open accessNot open

Publication channel open access

Publication is parallel published (JYX)https://jyx.jyu.fi/handle/123456789/73968


Abstract

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.


Keywordsteacher trainingonline learningvirtual learning environmentsgamification

Free keywordsgamification; education; applied computing; higher education; teacher students; online learning; blended learning; user types


Contributing organizations


Related projects


Ministry reportingYes

Reporting Year2020

JUFO rating1


Last updated on 2024-03-04 at 20:35