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 editors: Nousiainen, Tuula; Vesisenaho, Mikko; Ahlström, Emilia; Peltonen, Marika; Fort, Santiago; Gómez, Sacha

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

Parent publication editors: García-Peñalvo, Francisco José; García-Holgado, Alicia

Place and date of conference: Salamanca, Spain, 21.-23.10.2020

ISBN: 978-1-4503-8850-4

Publication year: 2020

Pages range: 688-693

Publisher: ACM

Place of Publication: New York

Publication country: United States

Publication language: English

DOI: https://doi.org/10.1145/3434780.3436659

Publication open access: Not 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.


Keywords: teacher training; online learning; virtual learning environments; gamification

Free keywords: gamification; education; applied computing; higher education; teacher students; online learning; blended learning; user types


Contributing organizations


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Ministry reporting: Yes

Reporting Year: 2020

JUFO rating: 1


Last updated on 2022-14-09 at 12:21