Skip to main content

Funprog: A Gamification-Based Platform for Higher Education

  • Conference paper
  • First Online:
Technologies and Innovation (CITI 2018)

Abstract

Gamification is an approach that uses game design elements in nongame contexts. The gamification approach has been successfully applied to a variety of different contexts such as tourism, architecture, and education. In Colombia and Ecuador, there are several works that have generated great contributions to the gamification domain. However, in South America, and specifically in Ecuador, there are few higher education applications based on the gamification approach. In this sense, this work presents Funprog, a gamification-based platform for higher education that aims to generate an emotional and social impact on students. Funprog defines a set of game levels where students face new challenges that allow them to obtain more knowledge and improve their skills. Funprog was used by first-year students from the Agrarian University of Ecuador. Specifically, this application was focused on the teaching of the Programming Fundamentals subject. Finally, a set of surveys were conducted to know the level of acceptance of Funprog among students and teachers. The surveys’ results denote a clear acceptance of this application.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    https://play.google.com/store/apps/details?id=com.artech.compilou.funandroid&hl=hu.

References

  1. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments - MindTrek 2011, p. 9. ACM Press, New York (2011)

    Google Scholar 

  2. van Roy, R., Zaman, B.: Why gamification fails in education and how to make it successful: introducing nine gamification heuristics based on self-determination theory. In: Ma, M., Oikonomou, A. (eds.) Serious Games and Edutainment Applications, pp. 485–509. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-51645-5_22

    Chapter  Google Scholar 

  3. Ocampo, S., Sarango, S.: Aplicación de juegos digitales en educación superior. Rev. San Gregor. 11, 10 (2016)

    Google Scholar 

  4. Ortega García, A., Ruiz-Martínez, A., Valencia-García, R.: Using app inventor for creating apps to support m-learning experiences: a case study. Comput. Appl. Eng. Educ. (2017). https://doi.org/10.1002/cae.21895

    Article  Google Scholar 

  5. Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013). https://doi.org/10.1016/j.compedu.2012.12.020

    Article  Google Scholar 

  6. Alčaković S (2018) Millennials and gamification – a model proposal for gamification application in Članci/papers millennials and gamification – a model proposal for gamification application in tourism destination

    Google Scholar 

  7. Fonseca, D., Villagrasa, S., Navarro, I., Redondo, E., Valls, F., Sánchez, A.: Urban gamification in architecture education. In: Rocha, Á., Correia, A.M., Adeli, H., Reis, L.P., Costanzo, S. (eds.) WorldCIST 2017. AISC, vol. 571, pp. 335–341. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-56541-5_34

    Chapter  Google Scholar 

  8. Szegletes, L., Koles, M., Forstner, B.: Socio-cognitive gamification: general framework for educational games. J. Multimodal User Interfaces 9, 395–401 (2015). https://doi.org/10.1007/s12193-015-0183-6

    Article  Google Scholar 

  9. Khan, A., Ahmad, F.H., Malik, M.M.: Use of digital game based learning and gamification in secondary school science: the effect on student engagement, learning and gender difference. Educ. Inf. Technol. 22, 2767–2804 (2017). https://doi.org/10.1007/s10639-017-9622-1

    Article  Google Scholar 

  10. Epema, D., Iosup, A.: An experience report on using gamification in technical higher education. In: Proceedings of the 45th ACM Technical Symposium on Computer Science Education - SIGCSE 2014, pp. 27–32 (2014)

    Google Scholar 

  11. Urh, M., Vukovic, G., Jereb, E., Pintar, R.: The model for introduction of gamification into e-learning in higher education. Procedia Soc. Behav. Sci. 197, 388–397 (2015)

    Article  Google Scholar 

  12. Heyvaert, P., Verborgh, R., Mannens, E., Van de Walle, R.: Linked data-enabled gamification in EPUB 3 for educational digital textbooks. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., Lavoué, É. (eds.) EC-TEL 2015. LNCS, vol. 9307, pp. 587–591. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-24258-3_65

    Chapter  Google Scholar 

  13. Briers, B.: The gamification of project management. In: Proceedings of PMI Global Congress, New Orleans, Louisiana, New Orleans (2013)

    Google Scholar 

  14. Kardan, A.A., Arani, A.K.: A novel gamification-based architecture for web environments. In: 2016 2nd International Conference on Web Research, ICWR 2016, pp. 125–130 (2016)

    Google Scholar 

  15. Khaleel, F.L., Ashaari, N.S., Meriam, T.S., Wook, T., Ismail, A.: The study of gamification application architecture for programming language course. In: Proceedings of the 9th International Conference on Ubiquitous Information Management and Communication - IMCOM 2015, pp. 1–5 (2015). https://doi.org/10.1145/2701126.2701222

  16. Valls, F., Redondo, E., Sánchez, A., Fonseca, D., Villagrasa, S., Navarro, I.: Simulated environments in architecture education. Improving the student motivation. In: Rocha, Á., Correia, A.M., Adeli, H., Reis, L.P., Costanzo, S. (eds.) WorldCIST 2017. AISC, vol. 571, pp. 235–243. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-56541-5_24

    Chapter  Google Scholar 

  17. Escamilla, J., Fuerte, K., Venegas, E., Fernández, K., et al.: EduTrends gamificación. Obs. Innov. Educ. 1–36 (2016)

    Google Scholar 

  18. Vergara, V., Lagos-Ortiz, K., Aguirre-Munizaga, M., Aviles, M., Medina-Moreira, J., Hidalgo, J., Muñoz-García, A.: Knowledge-based model for curricular design in Ecuadorian universities. In: Valencia-García, R., Lagos-Ortiz, K., Alcaraz-Mármol, G., del Cioppo, J., Vera-Lucio, N. (eds.) CITI 2016. CCIS, vol. 658, pp. 14–25. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-48024-4_2

    Chapter  Google Scholar 

  19. Husson, F., Lê, S., Pagès, J.: Exploratory multivariate analysis by example using R. Comput. Sci. Data Anal. 40, 240 (2010). https://doi.org/10.1080/02664763.2012.657409

    Article  MATH  Google Scholar 

  20. Sanchez, E., Young, S., Jouneau-Sion, C.: Classcraft: from gamification to ludicization of classroom management. Educ. Inf. Technol. 22, 497–513 (2017)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mariuxi Tejada-Castro .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Tejada-Castro, M., Aguirre-Munizaga, M., Yerovi-Ricaurte, E., Ortega-Ponce, L., Contreras-Gorotiza, O., Mantilla-Saltos, G. (2018). Funprog: A Gamification-Based Platform for Higher Education. In: Valencia-García, R., Alcaraz-Mármol, G., Del Cioppo-Morstadt, J., Vera-Lucio, N., Bucaram-Leverone, M. (eds) Technologies and Innovation. CITI 2018. Communications in Computer and Information Science, vol 883. Springer, Cham. https://doi.org/10.1007/978-3-030-00940-3_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-00940-3_19

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-00939-7

  • Online ISBN: 978-3-030-00940-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics