University of Oulu

Alam, Mehnaz; Md Sanaul, Haque; Tripathi, Ashok; Vainionpää, Fanny (2022) Prototyping a gamified system to persuade school-age children in developing countries : using Kahoot in online environments. In Qyibo, Kiemute et al. (Eds.) Adjunct Proceedings of the 17th International Conference on Persuasive Technology 2022. The 1st International Workshop on Digital Nudging and Digital Persuasion (DNDP 2022), 3153, pp. 1-9, http://ceur-ws.org/Vol-3153/paper11.pdf

Prototyping a gamified system to persuade school-age children in developing countries : using Kahoot in online environments

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Author: Alam, Mehnaz1; Md Sanaul, Haque2; Tripathi, Ashok2;
Organizations: 1Department of Development Studies, Bangladesh University of Professionals, Bangladesh
2Department of Software Engineering, LUT University, Finland
3INTERACT Research Group, Faculty of ITEE, University of Oulu, Finland
Format: article
Version: published version
Access: open
Online Access: PDF Full Text (PDF, 0.6 MB)
Persistent link: http://urn.fi/urn:nbn:fi-fe2022062047858
Language: English
Published: RWTH Aachen University, 2022
Publish Date: 2022-06-20
Description:

Abstract

Socio-economically disadvantaged school-age children in developing countries, e.g., primary school students, often feel isolated and lack the opportunity to use modern technology for their educational growth. This may negatively impact their schooling through low grades and, in the worst-case, even dropping out of their classes. Gamification is the use of game design elements in non-gaming contexts. It is envisaged that using a gamified learning system can significantly impact different learners. Our aim is to conduct a case study with a Kahoot-based gamified learning system. The design of the system followed a design thinking iterative process. The test result informs us that those participants using a Kahoot-based online platform for solving primary level math quizzes and puzzles preferred the reward-based tasks in the gamified system. Our future effort is to utilize Cognitive Social Learning Theory (CSLT) that supports design instruction and the gamification of learning to deploy and implement our Kahoot-based gamified application, followed by an experimental design which will be carried out with students to measure behavioural change and learning.

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Series: CEUR workshop proceedings
ISSN: 1613-0073
ISSN-E: 1613-0073
ISSN-L: 1613-0073
Volume: 3153
Pages: 1 - 9
Host publication: Adjunct Proceedings of the 17th International Conference on Persuasive Technology 2022 : The 1st International Workshop on Digital Nudging and Digital Persuasion (DNDP 2022)
Host publication editor: Qyibo, Kiemute
Thani, Dena AI
Burri Gram-Hansen, Sandra
Orji, Rita
Win, Khin Than
Conference: International Conference on Persuasive Technology
Type of Publication: A4 Article in conference proceedings
Field of Science: 113 Computer and information sciences
Subjects:
Copyright information: © 2022 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
  https://creativecommons.org/licenses/by/4.0/