Towards gamification for online and hybrid mathematics education: The PYTHAGORAS approach

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Abstract

Gamification can be defined as the use of game
design principles and mechanics in non-game contexts in
order to make those contexts more inviting, encourage
users to engage in desired behaviour, and optimize the
overall experience and results [1]. Gamification has
become a popular tool in several applications, including
learning, since it provides a natural and attractive
human experience. But learning is a complex and
personalized process [2]. To succeed learning
personalization, gamification should follow a player/user
centred design. Moreover, gamification should identify
the appropriate motivators of the target audience. To
this result, the Self-determination Theory (SDT) is
employed. SDT is concerned with the psychological needs
behind motivation and the social conditions that foster
these processes [3]. SDT identifies two distinct types of
motivation: intrinsic and extrinsic. Intrinsic motivators
include the following: acceptance, curiosity, autonomy,
competence, skill development, order, social contact.
Extrinsic motivators include the following: badges,
points, positive feedback, status, grades, fame. In this
context, PYTHAGORAS project aims (among others) at
exploring gamification impact for online and hybrid
mathematics education.
Original languageEnglish
Title of host publicationBook of Abstracts of the First International Conference on Building Bridges in STEAM Education in the 21st Century
Number of pages1
Place of PublicationPorto, Portugal
PublisherInstituto Politécnico do Porto
Publication date30 May 2022
Pages80-80
ISBN (Print)978-989-97851-9-9
ISBN (Electronic)978-989-97851-9-9
DOIs
Publication statusPublished - 30 May 2022
EventFirst International Conference Building Bridges in STEAM Education in
the 21st Century
- Porto, Portugal
Duration: 30 May 202231 May 2022
Conference number: 1
https://bbc-iconference.com/

Conference

ConferenceFirst International Conference Building Bridges in STEAM Education in
the 21st Century
Number1
Country/TerritoryPortugal
CityPorto
Period30/05/202231/05/2022
Internet address

Keywords

  • STEAM education

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