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
Related projects
- Advanced Design of e-Learning Applications Personalizing Teaching to Improve Virtual Education
- Vesisenaho, Mikko
- European Commission
Ministry reporting: Yes
VIRTA submission year: 2020
JUFO rating: 1