Potential Negative Impact of Gamification Education: A Review of Gamification Research
- DOI
- 10.2991/assehr.k.220504.395How to use a DOI?
- Keywords
- Gamification; Education; Negative impact
- Abstract
Gamification education is becoming more and more popular today with the development of electronic technology such as the Internet. Gamification allows students to engage in immersive and experiential learning through the environment and peer social interaction, and it can also set clear game goals to enable students to better complete daily learning tasks. However, recent research trends mainly focus on how to create the novel game elements and make games more interesting to all the students. Less research has been done to discuss the impact of gamification to the learning efficiency from the perspective of the individual. This paper aims to summarize possible factors that can affect the result of gamification education by analysing relevant papers in recent years, identify potential negative impact factors from them and propose risk avoidance schemes for subsequent research. The cases of gamification teaching in recent years reveal that three factors could affect the outcomes of gamification: duration, student personality and game mechanism. Duration is closely related to the profound influence of gamification teaching on students. Students’ personality can determine their adaptability and benefits to novel gamification teaching methods, and game mechanism can determine the learning methods and effects of gamification among students. It was also found that short-term gamification teaching with a total duration of less than 21 days and gamification teaching with rewards may be disadvantageous to some student groups, which are mainly introverts. These findings have a reference role in the study of the negative effects of gamification teaching. In the future, specific gamification plans can be formulated in view of these negative effects in the practice of gamification teaching, so that in the classroom gamification teaching can give students a better experience.
- Copyright
- © 2022 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article distributed under the CC BY-NC 4.0 license.
Cite this article
TY - CONF AU - Junhang Xiao PY - 2022 DA - 2022/06/01 TI - Potential Negative Impact of Gamification Education: A Review of Gamification Research BT - Proceedings of the 2022 8th International Conference on Humanities and Social Science Research (ICHSSR 2022) PB - Atlantis Press SP - 2179 EP - 2182 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.220504.395 DO - 10.2991/assehr.k.220504.395 ID - Xiao2022 ER -