Gamification Patterns: A Catalog to Enhance the Learning Motivation
Date
2017Abstract
Currently, the gamification has been a tool used in many contexts, in order to improve the user experiences, playability, among others. However, it just not has been focused in entertainment, but also this knowledge area has been applied from other perspectives like health, tourism and education. In fact, the traditional teaching methodology does not generate enough motivation in students to approach their learning and training objectives, that is why in this work we provide a patterns catalog of gamification that increase student motivation through its implementation in activities both inside and outside of classroom with the support of mobile devices and game applications. Besides, we show the outcomes of an experiment done with different student groups in an education institution in Colombia to evaluate its impact on the student motivation.