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dc.contributor.authorNand, Kalpana
dc.contributor.authorBaghaei, Nilufar
dc.contributor.authorCasey, John
dc.contributor.authorBarmada, Bashar
dc.contributor.authorMehdipour, F.
dc.contributor.authorLiang, H.N.
dc.date.accessioned2019-08-22T21:32:25Z
dc.date.available2019-08-22T21:32:25Z
dc.date.issued2019-07-18
dc.identifier.issn2196-7091
dc.identifier.urihttps://hdl.handle.net/10652/4660
dc.description.abstractGamification is the application of game mechanisms in non-gaming environments with the objective of enhancing user experience. In this paper, we investigate the effectiveness of gamification in an educational context, i.e. teaching numeracy at a primary school level. We study the appealing characteristics of engaging computer games from children’s point of view and investigate whether embedding the proposed characteristics into an educational tool enhances children’s learning. The main characteristics we identify are levels of difficulties, feedback from the current level, and graphical presentation. They were then embedded into a Java-based open-source program based on “Who wants to be a millionaire” TV show, with the aim of teaching children numeracy (level 5 New Zealand curriculum). Two versions were created: feature enriched game (FEG) with all the features enabled and feature devoid game (FDG) with no extra features. We present the results of an evaluation study done with primary school children (n = 120) over a period of two weeks. The effectiveness of the educational tool was measured using a pre-test and a post-test, as well as other indicators such as the frequency and duration of the interaction. Results show that the FEG version was more effective in enhancing children’s learning and they found it more engaging.en_NZ
dc.language.isoenen_NZ
dc.publisherSpringer Openen_NZ
dc.rightsOpen Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.en_NZ
dc.subjectNew Zealanden_NZ
dc.subjectprimary schoolsen_NZ
dc.subjecteducational technologyen_NZ
dc.subjectnumeracyen_NZ
dc.subjectgamificationen_NZ
dc.titleEngaging children with educational content via gamificationen_NZ
dc.typeJournal Articleen_NZ
dc.identifier.doihttps://doi.org/10.1186/s40561-019-0085-2en_NZ
dc.subject.marsden130306 Educational Technology and Computingen_NZ
dc.subject.marsden130105 Primary Education (excl. Māori)en_NZ
dc.subject.marsden130208 Mathematics and Numeracy Curriculum and Pedagogyen_NZ
dc.identifier.bibliographicCitationNand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H-N. (2019). Engaging Children with Educational Content via Gamification. Smart Learning Environments, 6 (6), 1-15. doi:https://doi.org/10.1186/s40561-019-0085-2en_NZ
unitec.institutionUnitec Institute of Technologyen_NZ
unitec.publication.spage1en_NZ
unitec.publication.lpage15en_NZ
unitec.publication.volume6en_NZ
unitec.publication.issue6en_NZ
unitec.publication.titleSmart Learning Environmentsen_NZ
unitec.peerreviewedyesen_NZ
unitec.identifier.roms64322en_NZ


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