Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
14th Annual Conference
Session ID : 12-3
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On Rewards in Gamification Applied to University Classes
*Samon ITO*Yasuto SHIRAI
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
Though some cases of gamification practices in education in Japan have been reported, the number of cases in the higher education remains few compared to those in the primary and secondary education. In this paper, we consider the application of gamification in the Japanese higher education, and examine how rewards should be provided. Based on the results of preceding cases and the principle of self-determination theory, we designed remuneration that could be implanted at a Japanese university, and investigated its consistency with what students wanted. The questionnaire survey revealed that students want praise from those around them, quick feedback on their work, and information about their progress.
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© 2024 Digital Research Association JAPAN

この記事はクリエイティブ・コモンズ [表示 4.0 国際]ライセンスの下に提供されています。
https://creativecommons.org/licenses/by/4.0/deed.ja
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