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Computers in Human Behavior 58 (2016) 48e63

Contents lists available at ScienceDirect

Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Review

Effectiveness of gamication in the engagement of students


Luma da Rocha Seixas a, *, Alex Sandro Gomes a, Ivanildo Jose
 de Melo Filho a, b
a
UFPE e Informatics Center, Pernambuco, Brazil
b
IFPE e Belo Jardim Campus, Pernambuco, Brazil

a r t i c l e i n f o a b s t r a c t

Article history: This research aims to evaluate the effectiveness of gamication platforms as a strategy for the engage-
Received 5 October 2015 ment of students from the 8th year of elementary school in Brazil. We chose two badging platforms e
Received in revised form ClassDojo and ClassBadges e to be evaluated based on 7 different criteria. The main objectives were to
7 November 2015
generate involvement among individual and particular situations, increasing the interest, engagement
Accepted 11 November 2015
Available online 31 December 2015
and efciency while performing a specic task. We observed the behavior of 61 students from an
elementary public school in Brazil as part of our eld research. Data were collected using observation,
semi-structured interviews and questionnaires. Quantitative data were statistically analyzed using a
Keywords:
Engagement
multivariate technique known as cluster analysis. The results allowed us to classify students in 4 distinct
Game mechanics groups and showed that students who received more rewards from the teacher got signicantly better
Gamication average performances.
Cluster analysis 2015 Elsevier Ltd. All rights reserved.
Elementary school
Teaching practices

Contents

1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
2. Literature review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
2.1. Gamification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
2.2. Game mechanics  game dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
2.3. Students engagement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
2.4. Badging platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
3. Methods and procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
3.1. Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
3.2. Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
3.2.1. Phase 1: selection and comprehension of the objectives of the subject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
3.2.2. Phase 2: definition of communication tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
3.2.3. Phase 3: definition of badges and suitability of platforms to teaching strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
3.3. Data collection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
3.4. Qualitative and quantitative analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
4. Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
4.1. Performance rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
4.2. Effectiveness of strategies used . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
5. Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
5.1. Gamification effectiveness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
5.2. Pros and Conts of gamification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
5.3. Perspective from the teacher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
6. Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

* Corresponding author.
E-mail addresses: lrs3@cin.ufpe.br (L. da Rocha Seixas), asg@cin.ufpe.br
(A.S. Gomes), ivanildo.melo@belojardim.ifpe.edu.br (I.J. de Melo Filho).

http://dx.doi.org/10.1016/j.chb.2015.11.021
0747-5632/ 2015 Elsevier Ltd. All rights reserved.
L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63 49

File generated from the cluster analysis in R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61


References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

1. Introduction users, there is an increase on its potential as an innovative teaching


tool (Simo ~es, Redondo, & Vilas, 2012). Researchers have been trying
Recently there has been an increasingly interest in the use of to understand why games are so attractive. According to them, it
game features in non-game applications with the goal to increase would happen due to a combination of fantasy, challenge and cu-
engagement and motivation (Fitz-Walter; Tjondronegoro & Wyeth, riosity, plus a level of engagement described as ow, where users
2012). In this context, a phenomenon known as gamication do not get distracted (Kirriemuir & McFarlane, 2004). Due to its
(Werbach & Hunter, 2012) arises. When a user reaches a specic popularity, there are many denitions in the literature.
goal, there are rewards, which are usually given through a score Deterding, Dixon, Khaled, and Nacke (2011) understand the or-
system (Liu, Alexandrova, & Nakajima, 2011). Based on this system igins of the term gamication from the digital media. Still according
of scores and a record of achievements, rankings (global or partial) to the authors, the rst use of this expression happened around
and medals are provided for the users. 2008. Its popularization started on the second semester of 2010.
In the circumstances of education, gamication allows students The term became prominent with the publishing of books about
to receive instant feedback about their progress in the classroom the use of game mechanics in different areas from the game
and acknowledgment of an accomplished task (Kapp, 2012). Be- manufacturing itself. In Reality is Broken, by Jane McGonical, the
sides, it offers potential for greater engagement of students and author argues that the use of games does not need to be focused
motivation in the classroom (Simo ~es et al., 2012). only in alone entertainment and that skills developed during the
Despite the extense amount of research on the engagement of game are useful to solve real-life issues (McGonigal, 2011). In
students in the classroom and works such as Sullivan et al. (2009) Gamication Wiki (2012), the term relates to the use of the game-
and Gibbs and Poskitt (2010), there still is difculty to keep stu- design thought in different applications rather than games with the
dents engaged in their activities. Gapp and Fisher (2012) state that objective of turning them into funnier and more attractive appli-
it is complex for students to develop the necessary levels of cations. The same denition is reinforced by Deterding et al. (2011)
engagement to reach the full learning potential. According to the and Xu (2011). Zichermann and Cunningham (2011) also highlight
authors, there is the risk that only small groups engage themselves that this process can promote the engagement of users and solve
in their academic activities. problems. It is possible to observe on these denitions the use of
Facing these facts, a great deal of research are being continu- elements that are part of games in contexts outside the game
ously developed with the objective of unraveling which factors universe. However, it is not always clear what elements are those.
would promote the engagement of students. In this research, we In the literature, two denitions of these elements become clear
propose the use of the mechanics of the games. Some studies show when it comes to mechanics or dynamics.
the relation of engagement and social and cognitive performance of Zichermann and Cunningham (2011) understand the mechanics
students (Basioudis et al., 2007; Clark, Beer, & Jones, 2010; Coates, of the fame as responsible for making the components of it work.
James, & Baldwin, 2005; Gresal, Barab, Siyahhan, & Christensen, They allow the player to have total control of the game levels and
2009; Melero, Leo, & Blat, 2012; Tomkinson & Hutt, 2012). with it, guide their actions. However, the dynamics are the in-
Fredricks, Blumenfeld, and Paris (2004) noted the engagement teractions of the player with the mechanics (Zichermann &
of students in academic activities is related to changes introduced Cunningham, 2011). To the authors, it determines what each
in the context. With it, the support to students, relationships with player is doing as a response to the mechanics of the system,
classmates, structure of the classroom, the support to the autonomy whether it is individual or in a group. By using it individually or
and the characteristics of the activities are factors of the context collectively, it is possible to estimulate motivational features of the
that interfere on the relationship the students set with the pro- users.
posed activities (Finn, Pannozzo, & Voelkl, 1995; Skinner & In the corporate context, Zichermann and Linder (2010) defend
Belmont, 1993). that game mechanics applied to business help engaging people.
This way, this work has the objective of evaluating the mechanic They suggest that it is possible to combine the power of games with
of games through gamication to promote the engagement of business strategies. Zichermann and Christopher Cunningham
elementary school students. Two web platforms were used with published design strategies to integrate game mechanics in any
the goal to reward activities and behaviors performed by students: kind of website or mobile application for consumption in the book
ClassDojo and ClassBadges. Initially, engagement indicators were Gamication by Design. In the book, the main concepts of games,
identied and served as a base for quantitative and qualitative project patterns and meaningful code lines are presented to create
analysis of the engagement of students. a fun and attractive social environment (Zichermann &
The paper is organized as follows: Section 2 presents a literature Cunningham, 2011). In Total Engagement, Leighton Read and
review on the theme. Section 3 describes the methodology used to Baron Reeves explore the idea of transferring the enthusiasm and
develop this work. After, the results obtained are presented in concentration provided by videogames to the workplace. To the
Section 4, followed by Section 5 presenting a brief discussion on the authors, by using games and virtual worlds to change the way
work. Finally, Section 6 presents the conclusions. people work, lead and dene the competition way of corporations,
a more creative, collaborative and embracing environment is
created (Reeves & Read, 2009).
2. Literature review
In the context of education, the game is considered an important
part for the development of knowledge and engagement of stu-
2.1. Gamication
dents (Ellis, Heppell, Kirriemuir, Krotoski, & McFarlane, 2006). A
possibility to incorporate games and promote the engagement of
With meaningful growing of popularity and number of game
50 L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63

students is the adoption of gamication techniques on the design of rewards are fun and interest while seeking goals. When the
learning situations. Kapp (2012) talks about the concept of gami- progress to reach a goal is presented to the user, the following
cation in practices of teaching and learning. He afrms that every badge is more efcient (Antin & Churchill, 2011).
educator already works with some kind of game with his students  Virtual Goods e Non-physical and intangible objects that can be
by proposing challenges and offering solutions. purchased using points the users collect over time. Virtual goods
These aspects allows us to understand that use of gamication are a good way to incentive them to get more points and they
in education should not be restricted to giving points every time a also offer the possibility of personalizing something that will
student visualize a lesson or deliver an assignment. It's important reect their identity. To McHale (2012) virtual goods can also be
to highlight that the use of other gaming strategies, allows the converted into points, badges/medals, discounts, credits and
student to awaken creativity, leave room for errors, promote the avatars. According to the author, it is very common to use virtual
exchange of experiences collaboratively and build learning situa- coins in different situations including the trade mechanism to
tions in which they are free to make choices. buy items and points to increase status and prestige.
 Classication Table, Ranking, Score Table e Show the position
2.2. Game mechanics  game dynamics of users compared to others. Those are tables commonly used to
manage and display the scores of users with the objective of
In order to create engaging experiences through game features on using the competition as an incentive to the behavior. Werbach
non-game context, it is necessary to consider the functioning of game and Hunter suggest that this mechanic should not be used iso-
mechanics and dynamics. Game mechanics and dynamics are two latedly, because it could reduce the performance of users. The
important tools related to Gamication (Law, Kasirun, & Gan, 2011). greatest benet of implementing a classication table is the fact
Game mechanics are related to rules and benets that compose the it provides contextual information on the progress of users that
game e features that make it challenging, fun, rewarding or any other could have a motivating effect on the user (Werbach & Hunter,
emotion expected by game designers (Bunchball, 2010). Still ac- 2012, p.76).
cording to the author, these emotions are the result of wishes and
motivations, which are called game dynamics. People are motivated by the game mechanics due to its dy-
To Zichermann and Cunningham (2011), game mechanics are namics (Bunchball, 2010). The author says people have funda-
responsible for the functioning of the game components. It allows mental needs and desires e reward, status, accomplishment, self-
the player to have total control of the game levels and, with it, guide expression, competition, and altruism, among others. By selecting
his actions. On the other hand, dynamics are the interactions the proper set of game mechanics on a website, application or
players have with the mechanics (Zichermann & Cunningham, community, it is possible to create an experience that stimulates
2011). The authors believe it determines what every player is do- the behavior by satisfying one or more of those needs, among
ing as a response to the system mechanics, individually and with which the author highlights:
other players. They also highlight that many times the terms me-
chanics and dynamics are used as synonyms, but they are very  Reward e Tangible or intangible, the reward is presented after
different when put in practice. an action (that is, a behavior), with the intention of this behavior
Game mechanics are built by tools, techniques and widgets used to be repeated. In gamication, the main reward mechanism is
to gamify a website or application (Bunchball, 2010). By using them the system of points or similar ideas (such as miles granted to
individually or collectively, it is possible to estimulate motivational passengers by airline companies to stimulate their delity).
aspects of users. Bunchball (2010) presents some of the most  Status e Most of people have the need to be recognized: fame,
common game mechanics: prestige, attention and, lastly, esteem and respect from others.
In order to get it, they need to engage in some activities. Ele-
 Points e Used to reward users through multiple dimensions ments from game mechanics such as leveling up or obtaining
and different categories, they can be used to manage different items others still do not have work as a motivating feature.
behaviors inside the same website or application. When points  Accomplishments/Fullllment e Some people are driven by
should stimulate a competition they should be used as scores; the need of accomplishing something difcult through pro-
on the opposite side, when the goal is to provide constant longued and repeated efforts, working towards the goals and to
feedback to the user, each individual progress should not be win. These kind of people tend to seek challenges and stablish
shown to other people (Werbach & Hunter, 2012, p.74). Points moderately difcult goals (but still achievable) and their great-
can also be used to stimulate the participation of users. Chou est reward is the accomplishment of this completion.
(2014) uses this technique on a blog for an audience interested  Self-Expression e People need opportunities to express their
in Gamication that presents a reward system through points to autonomy and originality and, some how, differentiate them-
stimulate access and sharing of contents. selves from others. An example is the use of virtual products;
 Levels e Indicate the user accomplished a goal. The higher the with them it is possible to create your own identity. They can be
level, the greater is the respect and status. Levels are usually obtained through rewards, presents or bought directly. The
dened as threshold points, in a way users can automatically avatar of a person, for example, is one of the main ways of
level up based on their participation. expression.
 Challenges, Trophies, Badges/Medals and Accomplishments e  Competition e It is possible to obtain the highest levels of
Challenges represent missions for people to accomplish and performance when a competitor knows the winner will be
then give rewards for the execution. Trophies, badges or medals rewarded. It happens because there is a kind of satisfaction by
are the visible acknowledgment that the user has reached new comparing your own performance with others.
levels and concluded challenges. The main mechanism to make
efcient challenges and levels is to provide users a place where
they can show their accomplishments, such as a trophy shelf. 2.3. Students engagement
Antin and Churchill investigated ve psychological functions
that medals can have in a context of social media. The most Literature is full of studies on the engagement of students in the
important role of them is the goal-setting. Many times, the main process of teaching-learning. However, there is not a consensus on
L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63 51

the denition of this notion (Fredricks et al. 2004; Gibbs & Poskitt, discussions evidences the motivation regarding the learning pro-
2010; Libbey, 2004). Concepts found usually include a psychological cess (Akey, 2006; Birch & Ladd, 1997; Finn et al., 1995; Parsons &
and behavioral component as Beer, Clark, and Jones (2010) and Taylor, 2011; Reeve et al. 2004; Stovall, 2003). This dialogue not
Fredricks et al. (2004) presented. Other authors, as Sullivan et al. only favors the exchange of information between students and
(2009) and Fredricks et al. (2004) for example, analyze the teachers but its lack may indicate students are not understanding
engagement to discuss the attitudes of students regarding the the subject (Bulger, Mayer, Almeroth, & Blau, 2008; Rocca, 2010;
school. To the authors, the non-engagement of the student usually Willms, 2003).
indicates leaving school. The concept is related to how students According to Bulger et al. (2008) and Zepke et al. (2010), the
interact with school activities that are proposed to them. When collaboration must also be taken into account when evaluating the
they are involved in their activities, they tend to persist to accom- engagement of students. Russell and Slater (2010) indicate that
plish them despite challenges and obstacles (Saeed e Zyngier, students also build their knowledge through reection, discussion
2012). and decision-making that occur with their peers. This collaboration
According to Fredricks et al. (2004), there are three different between them has a fundamental part on the development of the
denitions in literature for engagement: behavioral, emotional and group and learning. Studies such as Cavanagh (2011) and Rocca
cognitive. Behavioral engagement involves the participation and (2010) observed high levels of engagement in students who had
the involvement of students in school and extracurricular activities ability to work collaboratively and to maintain quality discussions.
and positive attitudes of the students during the resolution of ac- Saeed and Zyngier (2012) argue that engagement can also be
tivities. The emocional engagement involves the affective and evaluated from the perspective of teamwork. When a group is
emotional reactions of students while fullling the activities. engaged in an investigation and its members seem motivated and
Emocional engagement involves the affective ans emotional re- well articulated, they get meaningful gains for the learning (Russell
lationships of students facing the activities of subjects and other & Slater, 2010; Zepke et al. (2010)). To Kanthan (2011) group ac-
elements that compose the school environment. Interest, happi- tivities engage students and stimulate them to interact with others
ness, well-being, disgust, anxiety and frustration are examples of in an active way to question, exchange ideas with colleagues and
such reactions. Cognitive engagement involves the psychological then build their own thoughts and comments.
investment of the student in the learning process. It is marked by According to Chin (2002), engagement can also be evaluated
the effort made by the learner to understand what is studied and to from the fact that students feel comfortable with making questions.
reach the highest levels of comprehension on a specic area of The author says that based on the questions made by the students it
study. is possible to identify if the student is engaged with a specic ac-
When talking about student engagement, studies present in- tivity. Stovall (2003) and Akey (2006) add that questions asked
dicators or variables that allow observing if there was any change could stimulate another group to join, contributing with the
on the context of their interventions. This way, behavior, emotion commitment of everyone.
and cognition are combined in a single evaluation scale. To Another element that may indicate the engagement of students
Fredricks et al. (2004), it makes it difcult to differentiate the three is the organization of the school environment. Sullivan et al. (2009)
kinds of engagement. Besides, there is no standardization of these argues that without proper organization it is hard to maintain the
indicators. Some authors identify the engagement in terms of au- control of the room and it can harm the learning process of stu-
tonomy (Parsons & Taylor, 2011; Reeve, Jang, Carrell, Jeon, & Barch, dents. The way the classroom is organized also reects the
2004; Skinner & Belmont, 1993). It allows students to conduct and commitment of them. When they create confusions and disorga-
search for information and the process of monitoring and accom- nize the space, it is likely that they are not completely involved with
plish their learning by themselves (Russell & Slater, 2010; Shernoff, the learning process (Sullivan et al., 2009).
Csikszentmihalyi, Shneider, & Shernoff, 2003). It all represents Getting closer to the idea of gamication and games, other
evidences of positive engagement (Jang, 2008; Kanthan, 2011). studies conclude there is a strong relation between fun and
Zepke et al. (2010) also suggest that engaged students are usually engagement (Bisson & Luckner, 1996; Prensky, 2002; Shernoff et al.,
intrinsically motivated and need to feel capable of working in an 2003). Chatterjee (2010) also adds that commitment can be eval-
autonomous way and then succeed on their activities. uated based on the retention level, involvement and student
Others authors believe the fulllment of classroom activities is a satisfaction. With all that, the more you conclude activities, the
sign of engagement (Birch & Ladd, 1997; Finn et al., 1995). On a better the engagement level.
study conducted by Sullivan et al. (2009), by fullling their activ- Based on these studies, it is possible to observe there is a variety
ities, students hope to learn successfully, which increases their level of engagement indicator of students. They correspond to a measure
of commitment. that indicates the level of engagement of these students. In the
According to Russell and Slater (2010), the relationship between literature, these indicators appear spread in many references.
students and teachers is an important factor through which is Table 1 gathers the effects of these indicators and their evidences.
possible to analyze the engagement. To Sagayadevan and Jeyaraj
(2012), a solidary and peaceful relationship between students and 2.4. Badging platforms
teachers encourages the student engagement and provides better
academic performance. Other studies show that interactions be- Badging platforms are distributed software services (SaaS)
tween students and teachers can indirectly affect the learning mediating the paradigma of cloud computing. On these systems,
process (Fullarton, 2002; LaNasa, Cabrera, & Trangsrud, 2009; individuals or institutions can create a specic kind of gamication
Willekens & Gibson, 2010). technique, which uses badges to attribute rewards to users through
Studies of Parsons and Taylor (2011) and Finn et al. (1995) point specic activities (Sandheinirich, 2013).
that only performing the activities is not enough to identify the This kind of platform allows managing a reward system where
engagement of students. According to the authors, activities should teachers can award their students through points. These points can
happen in a specic time for their execution. Knowing how to be rescued and traded by physical objects or even be converted into
manage time efciently and working on stablished deadlines is also donations to charity institutions. Usually, schools are allowed to
an evidence of commitment (Akey, 2006; Saeed & Zyngier, 2012). personalize the reward platform according to their own goals and
To other authors, the participation of the student on classroom academic initiatives. Teachers have access to an interface where
52 L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63

Table 1
Engagement indicators and their evidence.

Indicators Evidences Source

Autonomy Corresponds to the ability of the student to study at home independently Shernoff et al. (2003), Russell and Slater (2010), Sullivan et al.
and to make decisions without the continuous intervention of the teacher. (2009), Zepke et al. (2010), Parsons and Taylor (2011), Reeve et al.
(2004), Skinner and Belmont (1993), Kanthan (2011), Jang (2008)
Execution Identied when the student does the activities proposed by the teacher in Shernoff et al. (2003), Sullivan et al. (2009), Akey (2006), Birch and
the classroom. Ladd (1997), Finn et al. (1995).
Social Identied when the student has a good relationship with the colleagues and Ryan and Patrick (2001), Willekens and Gibson (2010), Shernoff
teacher. et al. (2003), Russell and Slater (2010), Sagayadevan and Jeyaraj
(2012), Zepke et al. (2010), Parsons and Taylor (2011), LaNasa et al.
(2009), Fullarton (2002), Kanthan (2011)
Delivery The student does not do the activities, but they always happen between Shernoff et al. (2003), Parsons and Taylor (2011), Akey (2006), Saeed
deadlines. and Zyngier (2012), Finn et al. (1995).
Participation During classroom discussions or explanation of the subject, the student Willms, J.D. (2003), Zepke et al. (2010), Bulger, et al., (2008), Parsons
always contributes. and Taylor (2011), Akey (2006), Stovall (2003), Birch and Ladd
(1997), Finn, Pannozzo e Voelkl (1995), Reeve et al. (2004),
Cavanagh (2011), Rocca (2010), Fullarton (2002)
Collaboration The student is used to help the other colleagues in the classroom, even if it is Russell and Slater (2010), Zepke et al. (2010), Bulger et al. (2008),
not a teamwork. Cavanagh (2011), Rocca (2010)
Cooperation During teamworks, the student has initiative and contributes with his Russell and Slater (2010), Zepke et al. (2010), Kanthan (2011), Saeed
group. and Zyngier (2012)
Questioning The student does not feel intimidated or embarrassed by asking the teacher Sullivan et al. (2009), Akey (2006), Stovall (2003), Chin (2002)
about the studied subjects.
Organization of The students maintain the classroom always clean and organized. Sullivan et al. (2009)
the Environment
Fun The student performs the activities not only for the obligation, but for Prensky (2002), Bisson and Luckner (1996), Shernoff et al. (2003),
considering them fun to do. Chatterjee (2010), Parsons and Taylor (2011), Brown, Reumann-
Moore, Hugh, Christman, and Riffer (2009), Parker & Lepper (1987)

they can manage the badges given to students, who have a private term goal.
online prole where it is possible to identify how many badges they UBoost is a reward platform where points are awarded for
have already received, what are the items available to be traded and positive behaviors of students and these can be redeemed for prizes
what activities will be scored by the school. Some of these plat- Uboost (2014). This tool is designed to increase student engage-
forms include tools to manage users, and allow the control of the ment and hence contribute to learning. Schools have the option to
creation and attribution of badges. choose the categories of rewards that are most meaningful to their
Activities can be evaluates using any kind of metric, including students.
volunteering hours, read pages or problems solved, which stimu- The Credly is an online web based service that allows users to
lates the students to follow their progress and continue, even when create, publish and receive digital badges Credly (2013). The service
facing a long-term objective (Onlineeducation, 2013). Usually, is free to any user, but if necessary track the badges issued by or-
teachers are responsible for building a set of activities for students ganization, it takes hire a paid account. Users, however, can not
to do and students are supposed to develop what the teacher customize addition to the items available in the tool.
proposed and then receive points and badges acknowledging their It is a free online simple tool that only allows to create and
work. download badges (Openbadges, 2013). The service is part of an
Vivo Miles is an online platform rewards. This allows the schools initiative called Mozilla Open Badges aimed at providing a frame-
and college principals create a learning cycle that enables teachers, work for recording and display of skills and achievements in digital
motivates students and involves parents in student progress form. The tool provides an interface with several icons that can be
(Vivomiles, 2014). The platform was created in 2009 by two en- customized according to the user's needs.
trepreneurs from software and developed to currently make up the Unlike Credly, mentioned previously, if it's necessary to
leading solution for online rewards in UK secondary schools customize the badges besides the icons provided by the platform,
(CrunchBase, 2014). it's possible to make upload more images. However, the tool does
The platform manages a system of rewards (Vivos) in which not allow the creation of groups, as well as the monitoring of
teachers can reward their students. These points are redeemable badges received by users.
and can be exchanged for physical objects or even be converted into The ClassDojo is an online reward platform on student behavior
donations to charity. Each student receives a rewards card Vivo ClassDojo (2013). This, seeks to encourage specic positive behav-
where are accumulated the points received. iors as persistence, curiosity and teamwork. The proposal is to go
Youtopia is an online platform that monitors, validates and re- beyond getting good grades, it seeks to encourage the construction
wards welfare using Gamication (Youtopia, 2012). The platform of a good character in students ClassDojo (2013).
allows teachers to set goals and monitor any student activity. How The ClassBadges is a free tool whereby teachers can reward the
it works directed to goals, students are rewarded with badges ac- skills of their students or academic domain Classbadges (2013). The
cording to their achievements, which allows teachers gamify their teacher can personalize the badges for your classroom or school.
classes (Onlineeducation, 2013).
Teachers could build a set of activities for students to perform 3. Methods and procedures
and for those that complete the proposed by the teacher are
awarded with points and badges that recognize their work. The 3.1. Participants
activities can be evaluated using any metric, including volunteer
hours, read pages or problems solved which encourages students to The study was conducted in two groups at a public school with a
track your progress and continue even when faced with the long total of 61 students who were attending the 8th grade of
L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63 53

Table 2
Criteria to evaluate the tools.

Criterion Description

Freeware Registration in the platform should not generate any costs and it should be allowed the free access to all its functionalities.
Customizable The platform must not present only ready badges or that do not allow the customization according to the objectives of the work
Class management The platform must allow the registration of students and not only the creation of badges
No need of creating Since the badges were not linked to one or more specic activities of the classroom and could not be used in a daily basis, it is not
challenges to use badges necessary to create one or more challenges.
Privacity Since it is regarding the abilities and behaviors of students individually, it is essential that every student have the access only to their
own interactions in the tool.
Fun Allow students to customize the environment or the avatar and the platform must also favor the follow up, without needing much effort
for the students learn how to use.
Easy badge management As the teacher conducted the experiment in two classes, it is fundamental the tools are simple and easy manageable. They should also
provide quick reports about the interactions that happen and preferably provide a mobile version, since the teacher is going to use it in
the classroom.

elementary school, from both sexes. Students were between 13 and teaching plan oh the subject, provided by the teacher. We chose the
14 years old and the research was developed on the subject of subject Geometric Design, which had 4 main objectives. Such
Geometric Design (Geometry). objectives were based on the political-pedagogigal project of the
The teacher of the subject is licenciate in Design and Plastics at institution and tried to ll the needs of both the project and the
the Federal University of Pernambuco (UFPE) and has a Masters teacher (Table 4).
Degree in Mathematics and Technology Education from the same
institution. 3.2.2. Phase 2: denition of communication tools
The teacher used Facebook group tools with his students to
3.2. Procedures amplify the communication between them. On the group, activities
related to the subject were posted and students could also ask
In order to meet the objectives of this investigation were questions. On the tool, the teacher asked the students to register in
researched 7 platforms. The investigated platforms were evaluated the badge platform and told them that by using a colleague, for
based on seven criteria: Freeware, Customizable, Class Manage- example, students could identify themselves either on Facebook or
ment, No need of creating challenges, Privacity, Fun e Easy Badge in the classroom to receive a dojo. The tool was selected because
Management, which are described as follows in Table 2: the teacher previously used it.
As a result, it was obtained the following Table 3 in which the
tools according to the criteria are identied. 3.2.3. Phase 3: denition of badges and suitability of platforms to
ClassDojo and ClassBadges platforms were selected regarding teaching strategies
their adherences to the criteria established, as well as the objectives ClassDojo was used to reward attitudinal objectives. On the tool,
proposed in this work, in order to evaluate the effectiveness of there is the possibility of creating positive behaviors and others in
gamication as a strategy to engage students of elementary school. need of improvement. It generates a report with all the interactions,
The experiment was performed in three phases (see Fig. 1). On which makes the work of the teacher easier when he needs to
phase 1, we tried to identify the subject objectives. On the second evaluate students individually. The service allows teachers to
moment, some communication tools were dened and then, on attribute rewards in real time from the analysis of behavior in the
phase 3, gamication mechanics were incorporated to the objec- classroom.
tives, which are dened as follows: ClassBadges had the purpose of following instrumental, cogni-
According to Kapp (2012), adding game features to the class- tive and conceptual objectives. On the tool, the teacher customized
room may lead to motivation, participation and learning. We tried the badges for his classroom, and after dening the activities to be
to understand and identify the particularities of the teaching plan done and the gamication strategies, the use of platforms started.
of the subject, in order to identify the activities to be gamied and One of the great advantages of ClassBadges is the ease of aligning
how. The plan was dened with four main objectives e such objects academic objectives with the created badges.
were based on the political-pedagogical project of the institution ClassDojo has an option to Customize Behaviors, which the
and tried to ll the needs of the teacher, as identied below: teacher has access to an interface where he can choose icons and
link them to a description with the objective of attributing positive
3.2.1. Phase 1: selection and comprehension of the objectives of the behaviors, presented on Fig. 2.
subject The Help friends behavior had the objective of stimulating the
First, in order to identify which activities would be gamied and cooperation between students. Since most of the tasks were done
how, we tried to identify and understand the specities of the on the geometry lab, where students sat on 3 rows of 10 people

Table 3
Evaluation of the reward platforms.

Platforms Freeware Customizable Class management No need to create challenges to use badges Privacy Fun Easy badge management

VivoMiles e x x e e x e
Youtopia e x x e e x
Uboost e x x e e e e
Credly e x e x x e x
OpenBadges.me x x e x e e e
ClassDojo x x x x x x x
ClassBadges x x x x x x x
54 L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63

Fig. 1. Phases of the experiment.

Table 4
Subject objectives.

Objectives Description

Attitudinal Objectives These are the most complex kind of objectives, since they are related to being. It is connected to a set of values and attitudes that build the
personality of the student. This item comprehends the following situations, such as: classroom participation, teamwork, delivery of activities on
time, curiosity, will to learn, among others.
Cognitive Objectives A cognitive objective determines which specic task must be done and how it will help students develop cognitive learning. They provide a goal
that a student or a group is working on e decision-making, evaluation, thought or problem solving. When it comes to the subject, they were
liked to geometrical thought.
Conceptual Objectives Linked to subjects or contents, that is, specic elements inside the learning of a subject, for example: triangles, squares, trapezia, etc.
Instrumental Objectives Regarding the correct use of technical design instruments (compass, set squares and mechanical pencil), quality of the drawing, besides cleaning
and organization.

each, it favored the contact and sharing of information among organized during and after classes. For this reason, the clean up
them. Less Mess encouraged students to call up the attention of badge was created to reduce situations as papers on the oor and
other students who were distracted or more agitated during the environment disorganization. Activity miss has the objective of
classes or activities. The Activity done! badge had the intention of identifying students who did not do the activities proposed by the
recognizing students who did the activities requested by the teacher. Finally, since students needed instruments as: compasses,
teacher. And nally, Working in team tried to identigy students set squares, mechanical pencils, pencils, eraser, ruler and other
who, by working in a group, were able to build knowledge collec- necessary items, the badge Didn't bring the material was created
tively through the evaluation of their ability to argue and divide so the students would also have the instruments with themselves
tasks between them. and, this way, would do the activities correctly.
There were also medals created to behaviors that required The students were also registered on ClassBadges. The teacher
improvement. In Disrupt the class, the objective was to inhibit was involved in the creation of the badges each student would
parallel conversations e subjects that were not according to the receive. The teacher chose very suggestive words, drawing analo-
subject e between students during classes. Late! was created for gies between he subject and video games, very common on the
students who arrived after the time set to enter the classroom. routine of students. They set the badges, where each one of them
There was the Absence from class badge to identify the students presents a name and the description, seen by the student at the
who were absent without explanations, and those who were moment he receives it, identifying an acquired skill. The created
harming the rhythm of classes would be identied with Chatty. badges are presented on Table 5 below:
All badges are presented in Fig. 2. After selecting, adjusting and preparing the platforms and
As the activity of geometric designed required materials as during the classes, students were receiving the dojos. This attri-
pencil and paper, students were supposed to be clean and bution was provided for the interactions happening in the

Fig. 2. Customize behaviors.


L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63 55

Table 5
Badges created on ClassBadges.

Badge Title Message

Lord of Caligraphy Congradulations! You dominate the legendary art of the ancient ages: caligraphy.

Lord of technical drawing line Wow! You know how to handle the drawing sacred weapons (Set Square, Compass etc).
You know how to differentiate the drawing lines and your tasks are organized and clean.

Sense 8 - Geometric thinking You've reached the highest level You went beyond the other senses. You have a good
abstract and geometric reasoning and can make connections between content studied.

Master of Triangles You understand well the properties of triangles.

Master of Angles You understand the properties of angles and know how to build them and their divisions.

Master of Quads You understand the properties of Quads.

I'm your biggest fan! Congradulations! You have won the most desired badge in the world e You've got all the other badges.

ClassDojo tool, while interaction in the ClassBadges tool happened identify: (i) evidences that would show if the student was engaged
only in the end of the classes. It allowed the teacher to evaluate the or not; (ii) strategies of the teacher to motivate students and (iii)
skills of students regarding the subject and award them with moments when those strategies appeared during the classes given
medals or badges. by the teacher. Weekly visits were conducted at school. At each
visit, way made observations, and recorded and a diary about the
students' engagement. The observation occurred four (4) times per
3.3. Data collection
week because were two groups during the entire period of the
study. The rapid ethnography was used as a support for the
This study used the mixed paradigm of research. Different
remaining evaluations.
techniques from exploratory qualitative research and quantitative
The guide of the semi-structured interview had 8 questions
methods were used for the data collection, such as: observation,
regarding the perceptions of the teacher on the use of gamication
semi-structured interview and survey.
as a strategy for the engagement of students, his experience with
For the present study, it was decided to resort to the kind of
the use of ClassDojo and ClassBadges and what the use of them
ethnography 'quick & dirty' presented in Hughes, King, Rodden, and
contributed on the behavior of students. Also, the main difculties
Andersen (1995). Such ethnographic studies are distinct from
while using the tools were identied.
conventional ethnographic studies by having a more limited
The survey was applied in the end of the classes to trace a prole
duration and are not exhaustive in respect of contexts that propose
diagnose of students by identifying their rst experience with
to investigate, ie they are short and provide a general idea, but
games and their level of engagement. It had 22 (twenty two) closed
informed of contexts (Hughes et al.,1995). According Nardi (1997)
questions, in groups of 3 (three) sets, identied hereafter: First part
the main ethnographic methods are interviews, observation and
had 6 (six) questions about the prole of the students and their
participant observation. For this study, it was opted for the obser-
experience with computers and Internet; Second part had 11
vation. According to Flick (2004), the observation is a data collec-
(eleven) questions about the engagement of students and their
tion instrument widely used in qualitative research.
behavior during school activities; Third part har 5 (ve) questions
In the classroom, we used the non-participant observation
to identify the relationship between students and their player
(Flick, 2004), in order to identify the behavior of the participants to
prole.
notice their engagement in the activities. The observation sought to
56 L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63

3.4. Qualitative and quantitative analysis method. This way, according to Hair et al. (2005), it is possible to get
benets from both methods.
From qualitative analysis the information observed with the We used the program R, version 3.0.1 for Windows to analyze
results of the questionnaire as well as the interview with the the data. With this analysis, we tried to evaluate the effects of the
teacher were related with the interactions that took place on the gamication strategies on the engagement indicators. The results
platforms. obtained were related to interactions on the tools, interview with
In order to analyze the data obtained, we chose to perform a the teacher and appointments made on the eld journal through
Cluster Analysis, which groups a set of multivariate techniques with observation.
the primary purpose of aggregating objects based on their char-
acteristics (Hair, Anderson, Tatham, & Black, 2005). Such analysis 4. Results
classies the objects in a way each one is very similar to the other
inside the group regarding predetermined criterion of selection This section discusses the data collected on this research, which
(Hair et al., 2005). made it possible to prove the effectiveness of using gamication as
In this word, we applied the Cluster Analysis to classify the a strategy to engage students from elementary school. Through the
students using the answers related to the engagement (questions 7 literature, we could also identify engagement indicators that were
to 17) as a reference. In this part of the research, we did an adap- used to evaluate the commitment of students.
tation of Likert scale, ranging from 1 to 5, equivalent how often the When it comes to the use of ClassDojo and ClassBadges, these
students had given behavior: 1 Never; 2 Rarely; platforms seemed to be a fun way to present the performance of
3 Sometimes; 4 Almost always; 5 Always. students. On ClassDOjo, they were evaluated from their in-
When it comes to the procedure to be used to put similar objects teractions with other colleagues in the classroom, their participa-
in groups, it was necessary to choose the grouping algorithm to tion and effort to do activities. ClassBadges awarded the cognitive
create the groups (clusters) and then decide the number of skills developed by students. We noticed that the teacher played a
groupings to be set. The most commonly used algorithms are decisive part on the engagement of students (Sagayadevan e
classied in two general categories: (1) hierarchical and (2) non- Jeyaraj, 2012). Since the beginning of the research, he was very
hierarchical. available and committed to use the tools with the students. His
Hierarchical algorithms involve the construction of a tree- skills on technology were also a positive factor to perform the
structure called Dendrogram. It is a graphic representation of the activities.
results of a hierarchical procedure in which each object is places in Regarding the students, they showed curiosity about the tools
an axis and the other axis represents the steps in the hierarchical since the beginning of the research. We also observed that, occa-
procedure (Hair et al., 2005). It shows graphically how the clusters sionally, they would ask the teacher for the badges, and there was
are combined in every step of the procedure until all are in a single also greater motivation to help the colleagues to receive the badge
cluster (Hair et al., 2005). related to contributing with each other.
There are basically two kinds of hierarchical methods:
agglomerative and divisive. In this research, we used the agglom- 4.1. Performance rewards
erative method, where each object or remark starts with its own
grouping. Next, the two closer clusters (or individuals) are com- Initial evidences show that students seemed committed to do-
bined into a new aggregate, reducing the number of clusters in one ing their activities. However, they wanted to be recognized for it,
unit at every step. It is possible in some cases for a third individual according to a comment made by one of the students in a social
to join the two rst in a cluster. In other cases, two groups of in- media. Aln01 said in different situations: I have helped Aln02 and
dividuals made in a previous stage can join into a new cluster. Aln03 on the activities; If you helped, he (the teacher) said I could
There are ve most popular agglomerative algorithms: Indi- post here so he could give the points on ClassDojo) (sic).
vidual connection, Full connection, Median connection, Ward When it comes to using the tools, students could notice their
method and Centroid Method. They differ from each other in how skills through badges received on ClassBadges and by using Class-
distance between clusters is calculated. An important step in the Dojo they could have some of their activities that could remain
cluster analysis is choosing a measure to evaluate how similar or unnoticed by the teacher, recognized. These activities are also
different are the analyzed cases. This way, in this research we chose importante during the follow-up of the student. Both tools pro-
the Euclidian distance as a similarity measure, since it is one of the vided a repository of important information about behaviors and
most used on this kind of analysis (Hair et al., 2005). By using skills, so students and teacher could identify their actions in the
distance as a proximity measure, it is important to take into account classroom and improve their attitudes. The tools became a kind of
what smaller distances indicate greater similarity. journal about the behavior and skills of students. When the teacher
The cluster was implemented with the Ward method. According answered about his experience with the platforms, he said: I
to Hair et al., a method is better than another when the dendrogram believe both tools help us evaluate how our teaching plan is
provides a less distorted image of the reality. Besides the Ward working in practice, because if the objectives of the plan are
method, other 5 methods (Average, Centroid, Complete, Median, translated on the badges but are not being punctuated, it can show
Single) were tested but with no satisfying results when visualizing difference between practice and planning.
clusters.
Differently from the hierarchical methods, the hierarchical 4.2. Effectiveness of strategies used
procedures do not involve the construction process in tree. Instead
they design objects as soon as the number of aggregates to be built As mentioned before, this research followed the approach that
is specied. Such procedures are frequently called K averages. uses hierarchical and non-hierarchical methods combined. First
Hair et al., 2005 point there is no denite answer when it is step on the process of analysis used the hierarchical procedure to
seeking to choose what method to be used. In this research, we identify the right number of clusters. Such procedure was
used a combination of both methods, as the literature suggests. At composed by a series of successive clusters or divisions of elements
rst, the hierarchical technique was used to establish the number of grouped according to common characteristics (Hair et al., 2005),
clusters and then, the remarks were grouped by a non-hierarchical usually represented by a bidimensional diagram called dendrogram
L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63 57

Fig. 3. Dendrogram e hierarchical method.

or tree diagram (Hair et al. 2005). On this diagram, each branch needs to be applied several times for different values of K, selecting
represents an element, while the root represents the grouping of all the results which have better interpretation of the groups or
elements, as it can be visualized on Fig. 3. It is important to high- graphical representation (Bussab, 1990). The central idea of most of
light that every element means one of the students who answered partitioning methods is to choose an initial partition of the ele-
the survey. In addition, cluster analysis is a heuristic procedure and ments and then change group members to obtain the best partition.
not a statistical test (Borcard, Gillet, & Legendre, 2011). Therefore, it The objective was to identify the students inside specic groups
must be interpreted their result which is represented by a according to the engagement prole pointed by them on the sur-
dendrogram. vey. The results obtained are presented on Appendix A. Table 6
Through the dendrogram, it was possible to determine a cut below presents the sample distribution according the 4 groups
distance to dene which would be the group formed. According to (clusters) obtained, as an attempt to dene proles due to a set of
Hair et al. (2005), this decision is subjective and it should be made referred indicators. It was possible to nd that group 2 as the one
with the objective of the analysis and the number of desired that integrated more students, summing 16 students (33,3%).
grouped. To Bussab (1990), the cut level of the dendrogram should As previously identied, one of the parts of the survey answered
be done by analyzing it to nd meaningful changes on the levels of by the students had references to the engagement of students in
similarity between the successive fusions. Considering the the classroom. Besides the indicators found in the literature, it was
dendrogram above, we cut close to the 10th height and so we could necessary to include one more item: Care. The teacher included it as
identify four groups, as illustrated on Fig. 4. a relevant matter to identify if a student was committed to the
Similar observations were grouped according to smallest activities or not. According to him, the Care was one of the re-
euclidean distance. Each cluster had similar observations between quirements to evaluate the drawing activities that were delivered
them, but different from the others. The identication of the in an organized way (on a not wrinkled clean paper) and according
number of groups, in this case, 4 groups, served as a reference to the to the criteria stablished by him.
next step of the analysis through non-hierarchical procedures, to Table 7 below presents the average of each group regarding the
rene the results of hierarchical procedures. engagement indicators and the general average of groups.
The non-hierarchical agglomerative method used on this Following the characterization of the groups found, we tried to
research was the Kmeans algorithm. The k-means method has one analyze them according to the averages obtained from the in-
input parameter, K, and partitions a set of N elements into K groups. dicators and also according to the interactions on ClassDojo and
Not all K values have satisfactory groups, therefore, the method ClassBadges.

Fig. 4. Cluster Dendogram e Initial identication of groups.


58 L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63

Table 6 groups 4, 3 and 2 with averages of 4.5, 4.2 and 4.0 informed that
Student distribution on the 4 identied clusters. this kind of attitude always (or almost always) happens, while
Clusters N % students from group 3, with an average of 3.7, demonstrated less
Cluster 1 8 16,6
interest in completing their activities in the deadline set by the
Cluster 2 16 33,3 teacher. It can also be observed during the observation time. Always
Cluster 3 11 22,9 in the end of classes, the teacher left an activity to be delivered on
Cluster 4 13 27,0 the following class, so, on the delivery date, students would always
look for the teacher to deliver the activities in the beginning of the
class. Even when the teacher did not charge the students, they
When it comes to autonomy, the averages in the groups were asked about the deadline to complete it.
higher: 4 and 3, 3.8 and 3.7, respectively. Most of the students from On the Participation indicator, about the discussions in the
these groups said that sometimes they studied the subjects pre- classroom, group 4 had the highest average e 4.3. Most of the
sented in the classroom at home. According to information students said they usually participated of the debates promoted by
collected from students of group 2, we rarely observed this the teacher in the classroom and the other groups, 1, 2 and 3 (av-
behavior, but on group 1, where the lowest average on this indicator erages 3.0, 3.5 and 3.4) afrmed it happened occasionally. When
was found e 2.8 -, students were less compromised with the verifying the number of badges about the Class Participation
accomplishment of activities autonomously. behavior, group 4 received 13 badges, group 1 received 7 and
About the Execution indicator, we observed there was balance groups 2 and 3 received 6 badges each.
between groups 4, 3 and 1, which presented the best averages: 4.5, It is important to observe that not all students received this kind
4.2 and 4.1, respectively. On the other hand, group 3 presented the of badge. In cases like group 1, more than half of students received
lowest average: 3.7. By verifying the badge related to the indicator between 1 and 2 badges, only 3 students did not receive any. In
Delivered Activity, it was possible to observe that group 4 was group 2, only 4 students received this badge, but one of them
responsible for the highest average shown in the survey on this received 3 and the rest, 1 e in this group, 12 students did not receive
indicator and it was also the one that received more badges from any badge. On group 4, most of the students also received at least 2
the teacher (50). The other groups 1, 2 ans 3 received 35, 47 and 42 badges and only 4 students did not. In a general way, 66,6% of
badges, respectively. We can notice that students who received students received at least 1 Participation badge.
more badges were in the groups with the highest averages of Still related to this aspect, during the observation phase we
engagement indicators. In a general way, 93,7% of all students noticed this kind of behavior was very common among the stu-
received at least 1 badge related to the delivery of activities. dents. The classes of the teacher made it very clear that the
The badge Did not deliver activity was also related to the in- methodology used by him was fundamental, however it was not
dicator Execution. In this case, group 2 was the one that received the only factor, for greater participation of students. The teacher
more badges e 47. Group 4 was the second to receive more made them very comfortable to interrupt him and add any infor-
negative badges e 43 e followed by groups 1 and 3 that received mation to the others, even if it was during the explanation of the
16 and 11 badges, respectively. About this perspective, 87,5% of subject.
students received at least 1badge of this kind. On the Collaboration indicator, groups 3 and 4 reached the
About the matter related to the Social indicator, all the 4 highest averages e 4.0 and 4.1 e that show a habit of these students
groups presented high averages. Group 4 stood out among others to help the colleagues during the activities. On the other hand, with
because all the students informed they always had good relation- students from groups 1 and 2 this kind of attitude was more dif-
ship with the colleagues, reaching an average of 5.0, while groups 1, cult to happen. However, when verifying if the badge Helps the
2 and 3 reached 4.6, 4.6 and 4.3. This matter is clear during the class colleagues we noticed a divergence between what was shown by
observation. Always in the beginning of the classes, the teacher the majority of students in the survey and the rewards assigned to
organized a relaxation moment with the students. Usually, they them. Group 4, the one with the highest average, only 1 student did
would talk for a few minutes about subjects not related to the not receive the participation badge and on group 3, no student
studied subjects and it was possible to notice there was a rela- received the referred badge. On group 2, students said they did not
tionship of friendship between students and teacher and also be- join the activities regularly and still 11 students received badges.
tween the students themselves. This affection was present on how The group with the lowest average (3.0) was group 1, and only 2
they communicated to each other, always respectfully and even students did not receive the badges. In sum, 87.5% of students did
during a few warnings made by the teacher. not receive the Helps the colleagues badge.
Regarding the Delivery, data show concern of most of students Weekly observations identied that the badge did not reect the
when doing activities in the deadline for the teacher. Students from attitudes of students. During the follow-up, it was possible to

Table 7
Average of engagement indicators.

Indicators Cluster 1 Cluster 2 Cluster 3 Cluster 4 dia


Me

Autonomy 2.875.000 3.062.500 3.727.273 3.846.154 3.377.732


Execution 4.125.000 3.750.000 4.272.727 4.538.462 4.171.547
Social 4.625.000 4.687.500 4.363.636 5.000.000 4.669.034
Delivery 4.250.000 3.750.000 4.000.000 4.384.615 4.096.154
Participation 3.000.000 3.500.000 3.454.545 4.307.692 3.565.559
Collaboration 2.750.000 3.312.500 4.000.000 4.153.846 3.554.087
Teamwork 3.375.000 4.125.000 2.727.273 4.692.308 3.729.895
Questioning 3.625.000 3.312.500 4.454.545 4.615.385 4.001.858
Organization of the environment 2.625.000 4.187.500 4.545.455 3.923.077 3.820.258
Care 3.000.000 4.687.500 3.818.182 4.000.000 3.876.421
Fun 2.875.000 3.937.500 3.545.455 3.538.462 3.474.104
L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63 59

observe that students contributed a lot with each other on the was expected that this indicator pointed to highest values since the
performance of activities. In some of these observations, the stu- proposal was also to provide a funnier way for students track their
dents mentioned to be helping the other colleagues to receive the activities.
collaboration badge. In addition to the above-mentioned badges, other badges were
On the indicator Teamwork, groups 4 and 2 had the best not linked to any student who answered the survey, for example:
average: 4.6 and 4.1, respectively. These data show the interest of Late; Absence in the class; Lack of cleanliness and Did not
the majority of the students in working in teams in the classroom. bring the material. As the teacher reports, it happened due to the
On the other hand, students from group 1 showed less enthusiasm relatively restricted time to conduct the study and some times
on this kind of activity, with an average of 3.3, while students from when the teacher could not attribute the badges because the school
group 3 demonstrated there are not times when they are interested was with no connection to the Internet. This occurrence was not
in working with a team or it rarely happens. While checking the relevant and did not bring signicant changes in the nal results.
Teamwork badge about this indicator, it did not reect the survey Fig. 5 presents the graph with averages obtained by the groups
result. Different from the survey that presented group 4 as the most in all engagement indicators.
interested in teamwork, group 3 was the one that received more Such analysis are related to Hakulinen et al. (2013), when dis-
badges for this behavior. About 81% of students received at least 1 cussing the use of gamication, more specically the use of badges
badge, differently from group 4, where only 76,9% of students as contributions to the engagement of students. The comparison
received some. Group 2 was also among the highest averages but between groups showed that group 4 was the one with highest
received the lowest percentage of this badge: only 31% of students averages among the engagement indicators e of the 11 presented, 8
received it. had a higher average when compared to others (Autonomy,
When talking about the behavior related to asking the teacher Execution, Social, Delivery, Participation, Collaboration, Teamwork
when there was any doubt, we noticed groups 3 and 4 were feeling and Questioning). On the other hand, group 1 reached the lowest
more comfortable for this kind of attitude. Groups 1 and 2 still averages. Of the 11 engagement indicators, it presented 6 lowest
demonstrated insecurities regarding asking questions to the averages (Autonomy, Participation, Collaboration, Organization of
teacher during classes. Observations revealed that the teacher al- the Environment, Care and Fun). Through a general analysis taking
ways showed a lot of receptivity to the questions made by the the received badges into account, we understood that the groups
students. In one of the conversations with the teacher, he reported with best averages were also the groups with more badges.
that this was one of the main characteristics of students, the ma-
jority always manifested during classes, however, there were some 5. Discussion
students who preferred to ask their questions directly to him only.
The indicator Organization of the Classroom, was created to 5.1. Gamication effectiveness
encourage the student and warn possible bad behaviors of them.
Students from groups 2 and 3 were the ones with the highest Student engagement e regardless how it is promoted e must be
average in this indicator, 4.1 and 4.5, respectively. As for students in based on educational reasons (Beer et al., 2010; Bulger et al., 2008).
groups 1 and 4, that sort of thing rarely happened in the classroom. It is necessary to consider the prole of the students and the
During one of the observations, it was witnessed a conversation available infrastructure of the school (Laird, Smallwood, Niskode -
between the teacher and the students in which he encouraged the Dossett, & Garver, 2009; LaNasa et al., 2009; Porter, 2006).
moderation of the group behavior when the class was more By doing this work, it has become clear that attitudinal, cogni-
uncalm. During the classes, it was also found that students them- tive, conceptual and instrumental objectives, when aligned, are
selves had the initiative to call up the attention of others if they fundamental for the engagement of students. Identifying which
observed inappropriate behavior in the classroom. behaviors must be awarded or warned helps the teacher to qualify
However, even with the willingness of students to this behavior, his students (Kapp, 2012) and also benets the students once they
the badge collaborates to decrease mess, was little used. Only 1 start to be aware of their attitudes in the classroom (Raymer, 2011;
student on group 2 received this badge. Apart from this, another Simo ~es et al., 2012), what needs to be improved and which skills
badge Absence in class - also concerning the indicator - was not they are developing.
given to any student. Through a general analysis taking the received badges into ac-
In the indicator Care, students of the groups 2 and 4, with av- count, we understood that the groups with best averages were also
erages 4.6 and 4.0 seemed more concerned with doing the work the groups with more badges. However, it is important to highlight
taking into account cleanliness and organization. For students of there were difculties, especially when it comes to badge attribu-
groups 1 and 3, this criterion was occasionally considered. During tion e the main cause was the difcult to connect to the Internet.
observations, e noticed that most of the activities were done on a When it comes to the use of ClassDojo and ClassBadges, these
sheet of paper. platforms seemed to be a fun way to present the performance of
Since the discipline was Geometric Design, this is why it was students. On ClassDojo, they were evaluated from their interactions
important to evaluate this aspect in students. According to the with other colleagues in the classroom, their participation and
teacher, when he checks the works, it is possible to identify the effort to do activities. ClassBadges awarded the cognitive skills
interest of the student in the activity. Works delivered in wrinkled developed by students by the end of the course.
or stained sheets, which it is not observed the quality of the layout Results obtained were related to authors such as Denny (2013),
of students or those with many sketches show the lack of interest of Kapp (2012) and Hakulinen, Auvinen, Korhonen (2013) and it was
the student. However, we did not observe any claims of the teacher possible to conclude that the use of gamication aligned to
regarding this matter. educational purposes can act as a powerful engagement factor in
As for the indicator Fun, averages showed a balance between the education contexts. It has become clear that the chosen model
groups. Group 2 stood out with the highest average e 3.9. However, reached the objectives of the research, but it also reinforces the use
groups 3 and 4, registered close values, both with 3.5. This result of rewards. It is necessary to nd possibilities that favor collabo-
showed that even with the strategies aligned to the teaching plan, ration between students and that stimulate inner motivation
with the active participation of the teacher it is still necessary to use through gamication. It is necessary to think about the student not
mechanisms that are also very attractive for students. Initially, it only as a player who will receive a reward for his effort, but he
60 L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63

Fig. 5. Engagement indicators graph.

should be responsible for building his knowledge and gamication I believe both tools help us evaluate how our teaching plan is
is an opportunity to make this process funnier and more chal- working in practice Teacher
lenging according to his skills.
The use of badges also contributed to a reection of the teacher
5.2. Pros and Conts of gamication about organization:

When it comes to the use of ClassDojo and ClassBadges, these It was very interesting, mainly regarding the planning, because
platforms seemed to be a fun way to present the performance of adapting the tools to my planning made me rethink my objectives,
students. ClassDojo monitored the interactions of students with clarify some questions and simplify others Teacher
others in the classroom, their participation and effort to do their
activities. ClassBadges awarded the cognitive abilities acquired by During the classes follow-up, it was possible to observe the
the students in the end of the classes. Nevertheless, it is important curiosity of students on how to use the platforms. ClassDojo
to highlight some difculties regarding the platforms. attracted more attention of the students. Such opinion was
With a fun interface and the possibility of students customizing reinforced:
the avatars, ClassDojo had some limitations. First of them was
related to creating new icons. As much as they would meet the it is a fact that the curiosity of the students was stimulated
initial objectives of the research, it was not possible to create new about what would be put in the application and also related to
ones. Secondly, if the student received a positive badge followed by playfulness Teacher
an improvement-need one, the platform would reset the in-
teractions shown on the home screen. It was like a positive action As a positive aspect, the fact that the tool can attribute behaviors
canceled a negative action and vice-versa e the teacher always had to be improved was something considered positive. To the teacher,
to look individually to each student to have an idea of the history. this kind of action intimidated the students to act improperly. Still
On the other hand, even with a very intuitive interface, the absence according to him, when dealing with very agitated students and
of a portuguese version can be a limitation for ClassBadges. mentioning he would give red dojos was something that made
them calmer.
5.3. Perspective from the teacher
6. Conclusions
It is importante to highlight that even with the active partici-
pation of the teacher and the interest of students, it was possible to This work has analyzed the effectiveness of gamication me-
observe some contrast between what the survey showed and the chanics to stimulate the engagement among students of elemen-
received badges. By analyzing students individually, we noticed tary school. The investigation has shown that gamication had
that some of them had good indexes on the engagement indicators, positive effects on the engagement of students. Those who pre-
however, they were not rewarded for their behavior. On the other sented the highest levels of engagement on the indicators were also
hand, there were also cases in which students had lower indexes those with more badges given by the teacher and on the opposite
and received more badges. This discrepancy served as a reection side, those with lower indexes on the indicators were those with
so the teacher could identify where the follow-up of the student less badges from the teacher.
could be more effective, as related on the interview: It is important to notice that this process of building gamica-
tion strategies must also be aligned to educational purposes. On
if the objectives of the plan are translated into the badges but
this research, the fact that we followed the subject plan was very
are not being scored, it can show a discrepancy between practice
important for the teacher, who could monitor the students better
ana planning Teacher
and did not need to change his teaching in the classroom, as well as
for the students, who followed their development better.
According to the teacher, the platforms served as a repository We also highlight that the teacher performance was funda-
where it was possible to follow the development of students during mental for the results of the study. Since the beginning he was very
classes and evaluate them more completely by the end of the available and autonomous while using the tools. His actions stim-
period. Besides, they were a way to analyze the teaching plan and ulated the students directly to do their activities in order to receive
investigate if it is being applied effectively, as the teacher reports: badges, as well as followed the performance of students by giving
L. da Rocha Seixas et al. / Computers in Human Behavior 58 (2016) 48e63 61

them skills they had developed. Appendix A. File generated from the cluster analysis in R
Finally, a contribution that can be emphasized is nding about
the relevance and benets from the gamication as an engage- The data below, express the students observations and their
ment strategy. This possibility, among other features, provides answers to each engagement indicator. The last column called Re-
the teacher: a general view of the behavior of his students in the sults, contains the classication of each student per group (cluster).
classroom and related to their developed cognitive skills, as well
as allowing students to be aware of the skills they have devel-
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3 4 5 5 5 3 4 4 2 5 5 4 2
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