Creativity as a gamification booster
- DOI
- 10.2991/978-94-6463-380-1_17How to use a DOI?
- Keywords
- Gamification; creativity; education; motivation
- Abstract
In an educational context, gamification can promote students’ motivation and engagement in learning activities. For teachers, the challenge of applying gamification can be complex. If on the one hand it is necessary to understand how to do it, on the other it is necessary to be creative. Creativity implies the act of creation, of producing something that may be the solution to a problem. Creativity helps to improve gamification particularly in the design process, but also during its application. During the planning of a gamified activity, teacher’s creativity in the creation of the story, the diversity of challenges, the creation of surprise moments, can provide their students with a more engaging experience. But the gamified activity itself can also promote students’ creativity, providing them with moments in which they can create solutions to the problems presented to them. Through a case study a teacher has been surveyed in the development of gamified activities. It was found that the creativity shown in the planning of the activities allowed students to have a high level of interest, but also expectation for the following tasks. Creativity was applied in the narrative that accompanied the challenges, but also in the diversity of the tasks proposed. Students were also asked to show their creativity in tasks where they had to achieve an unexpected goal, for which they had to find creative solutions. The whole experience increased the students’ participation in tasks they did not carry out before. They even surprised the teacher with their solutions. Creativity worked as a booster in the gamified activities, i.e. the development of the story and the diversity of activities provided students with moments of enthusiasm. It is therefore considered that creativity can have a dual use in an educational context gamification, but also can provide students with a feeling of unexpected reward (booster) that increases their involvement.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Inês Araújo PY - 2024 DA - 2024/02/29 TI - Creativity as a gamification booster BT - Proceedings of the International Conference on Lifelong Education and Leadership for All (ICLEL 2023) PB - Atlantis Press SP - 175 EP - 182 SN - 2667-128X UR - https://doi.org/10.2991/978-94-6463-380-1_17 DO - 10.2991/978-94-6463-380-1_17 ID - Araújo2024 ER -