Gamification specifically designed for educational purposes and student empowerment through learning is based on Game design, intuitive design and could be proved helpful for students in order to reach higher grades.
This new method of transferring knowledge could be used as a new component in a learning process.
The gamification of the course “Automation of production systems” at Chalmers has led to impressive improvements.
The number of students that completed the course increased by 15 per cent and the number of students that reached the top grade, 5 out of 5, increased by a staggering 284 per cent in
2018-2019, in comparison to the period of 2017-2018.
Solution: GWEN Widget
At the start of the course, the Gamification elements are minimal, but as students progress more of the elements become evident. There are multiple engaging Gamification modules implemented on Canvas. Insert Coin’s Levels and Missions module is one of the most prominent modules in this case, while the Shop and Achievements module becomes more evident later on in the course when the students have accumulated enough points and rewards to use it:
Helping the students to work their way through a series of objectives, consisting of desired actions and deliverables. The module provides clear goals.
This module is used to reward ”one-time-actions” which will be displayed on their profile or Avatar page, resulting in a clear and explanatory approach of how and when these achievements can be earned as well as what the reward will be for completing them.
“A great reason for this high number of good grades and an increase in completion is the module based and game-based environment that was designed for this course.”
Åsa Fasth Berglund
Professor in Smart Automation in Production Systems