Implementation of Gamification in Heis in the Republic of Macedonia

Main Article Content

Martin Kiselicki
Saso Josimovski

Abstract

The focus of the paper is gamification, which has been researched typically through its’ implementation in the business sector. Our research follows the implementation of gamification in Higher Educational Institutions, since the same concepts and benefits that function in the workplace, should function with similar effect or yield even better results with students. The topic of gamification in education is a relatively novel one, with only a few papers addressing it in detail, especially on the Balkan region. The contribution of the paper is two-sided, i.e., through primary and secondary research, recommendations for optimal ways of implementing gamified systems in higher education is given, and according to the obtained data, present statistics and implications for implementing gamification in HEIs in the Republic of Macedonia. The core elements and mechanics of gamification are researched and adjusted in the context of education, as well as improving existing implementations of gamification in HEIs through the introduction of cycles of interest (rewards for encouraging a certain type of behavior of students) and cycles of progression (a stepwise increase in the weight of the activities).


           The results of the primary research demonstrate that the concept of gamification offers great potential advantages for students and teaching staff, primarily by increasing the level of intrinsic motivation and the degree of completion of subjects. The paper uncovers the gamification mechanics and elements that would work best for HEIs in Macedonia, as well as outline the biggest motivational problems students have when navigating through the educational process. Through the primary research conducted, the first public available information on the introduction of gamification in higher education in the Republic of Macedonia is made available.

Article Details

Section

Articles

References

Aparicio, A.F. et al., 2012. Analysis and application of gamification. Proceedings of the 13th

International Conference on Interacción Persona-Ordenador - INTERACCION ’12, pp.1–2.

Benabou R., Tirole J., 2003, Intrinsic and Extrinsic Motivation, Review of Economic Studies, 2003

, pp. 489–520

Detering S., Dixon D., Khaled R., Nacke L., 2011, From Game Design Elements to Gamefulness:

Defining “Gamification”, MindTrek’11, September 28-30, 2011, Tampere, Finland

Frischmann N., 2014, Gaming the System: Using Game Elements in Reacting and Non-Reacting

Classes, whitepaper available at

https://reacting.barnard.edu/sites/default/files/gamification_saturday_handout.pdf

(accessed on 10.08.2018)

Hill E., 2015, Level Up: Using Games and Gaming to Improve Teaching and Learning, Adolescent

Literacy In Perspective, March/April 2015

Kiryakova G, Angelova N, Yordanova L. 2014. Gamification in education. Proceedings of 9th

International Balkan Education and Science Conference

Kiselicki M., Kirovska Z., Josimovski S., Pulevska L., 2018, The concept of gamification and its

use in software companies in the Republic of Macedonia, ECONOMICS AND CULTURE 15(00),

DOI: 10.XXXX/jec-2018-0000

Laskowski M., Badurowicz M., 2014, Gamification in Higher Education: a case study, Human

Capital without Borders: Management, Knowledge and Learning for Quality of Life,

International Conference, Portoroz, Slovenia

Nicholson, S., 2013. Exploring Gamification Techniques for Classroom Management,

Games+Learning+Society 9.0, Madison, WI.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based

Learning.Educational Psychologist,50(4), 258-283. doi:10.1080/00461520.2015.1122533

Ryan R., Deci E., 2000, Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions,

Contemporary Educational Psychology 25, 54–67

Sheldon L., 2012. The Multiplayer Classroom: Designing Coursework as a Game. Boston, MA:

Cengage Learning.

Singh A., Dangmei J., 2016, Understanding the generation z: the future workforce, South-Asian

Journal of Multidisciplinary Studies (SAJMS) ISSN:2349-7858:SJIF:2.246:Volume 3 Issue 3

Stott, A., Neustaedter, C., 2013. Analysis of gamification in education. Surrey, BC, Canada

Symonds, William C., Robert Schwartz, and Ronald F. Ferguson., 2011. Pathways to

prosperity: Meeting the challenge of preparing young Americans for the 21st century.

Cambridge, MA: Pathways to Prosperity Project, Harvard University Graduate School of

Education.

Youssef Adel, B., Thomas, L., & Ragni, L., 2011, Bridging the Learning Gap in the Market for

Higher Education: E-learning and Public Subsidies. Economic analysis, 44(3-4), 1-11.

Van Der Boer, P. 2011, Introduction to Gamification, whitepaper, available at

https://www.cdu.edu.au/olt/ltresources/downloads/whitepaperintroductiontogamification-130726103056-phpapp02.pdf (accessed on 20.03.2018)

Web-sources:

https://www.wepc.com/news/video-game-statistics/ (accessed on 10.05.2018)

https://www.bigfishgames.com/blog/2017-video-game-trends-and-statistics-whos-playingwhat-and-why/ (accessed on 10.05.2018)

https://www.statista.com/statistics/722259/world-gamers-by-age-and-gender/ (accessed on

05.2018)