Evaluate the usefulness and effectiveness of the score as an element of gamification in educational setting
Lead Research Organisation:
University of York
Department Name: Computer Science
Abstract
Gamification is the act of taking a non-gamified activity and applying techniques found in video games such as points. This technique is widely used but the psychological side of it has seldom been studied. This thesis would aim to interrogate the usefulness of this technique and particularly of the score element. It aims to focus on educational settings since they are one of the field where engagement is the most crucial. Thus, we will focus on comparing applications with and without a score element in order to assess the effectiveness of its presence for educational purposes. The result of this research will have an impact on the success of educational programs that involve the use of an app or other platforms that can be gamified.
Organisations
People |
ORCID iD |
Oceane Le Treust -Lissillour (Student) |
Studentship Projects
Project Reference | Relationship | Related To | Start | End | Student Name |
---|---|---|---|---|---|
EP/S022325/1 | 01/10/2019 | 31/03/2028 | |||
2882108 | Studentship | EP/S022325/1 | 01/10/2023 | 30/09/2027 | Oceane Le Treust -Lissillour |