The goal of this project is to research about gamification and how to gamify studying among students in university. This is by the implementation of simple yet interesting and intriguing games that will aid the students practice on their work and study while having fun. This way the students will be more interested and invested in their work or studies and therefore improve study habits. The main objective of the gamification of schoolwork is to boost intrinsic motivation (internal or “unforced” motivation or passion towards work) since most students work under pressure therefore possess extrinsic motivation (external or “forced” motivation or passion) which may result in stress, depression, anxiety, etc. To further understand this phenomenon, research and literature is done to properly understand the use of gamification and applications gamified software. This way, the benefits and impact of gamification is realized. Qualitative and quantitative analysis is done in the closest university to determine the feasibility of gamification in universities, the potential impact the proposed system will have on the students and the expectations of what the system would do. This is done via survey and interview with minimum respondents of 111 and 15, respectively. Once this data is collected and analyzed, the features of the system are determined based on the user requirements. Rapid application development is used in the development of the system therefore testing is done while developing the system to make sure user requirements are met. To ensure that the system has indeed met user requirements and objectives, a survey is done as final user acceptance.

1.
M.-H.
Lin
,
H.-C.
Chen
and
K.-S.
Liu
, "
A Study of the Effects of Digital Learning on Learning Motivation and Learning Outcome
,"
EURASIA Journal of Mathematics Science and Technology Education,
vol.
13
, no.
7
, pp.
3552
3564
,
2017
.
2.
R.
Mitchell
,
L.
Schuster
and
H. S.
Jin
, "
Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?
,"
Journal of Business Research,
vol.
106
, no.
2020
, pp.
323
330
,
2020
.
3.
E.
Çeker
and
F.
Özdamlı
, "
What “Gamification” is and what it’s not
,"
European Journal of Contemporary Education,
vol.
6
, no.
2
, pp.
221
228
,
2017
.
4.
B. W.
Waweru
,
H. K.
Yap
,
K. Y.
Phan
,
P. S. J.
Ng
and
H. C.
Eaw
, "
Gamesy: How Videogames Serve as a Better Replacement for School?
," in
2020 IEEE Student Conference on Research and Development (SCOReD)
,
Batu Pahat
,
Johor, Malaysia
,
2020
.
5.
J.
Majuri
,
J.
Koivisto
and
J.
Hamari
, "
Gamification of education and learning: A review of empirical literature
," in
Proceedings of the 2nd International GamiFIN Conference (GamiFIN 2018)
,
Finland
,
Europe
,
2018
.
6.
B.
Morschheuser
,
K.
Werder
,
J.
Hamari
and
J.
Abe
, "
How to gamify? A method for designing gamification
," in
Proceedings of the 50th Hawaii International Conference on System Sciences
,
Hawaii
,
2017
.
7.
D. R. N.-B. Stacey
Brull
and
D. R. N.-B. Susan
Finlayson
, "
Importance of Gamification in Increasing
,"
The Journal of Continuing Education in Nursing,
vol.
47
, no.
8
, pp.
372
-
375
,
2016
.
8.
D.
Vlachopoulo
and
A.
Makri
, "
The effect of games and simulations on higher education: a systematic literature review
,"
International Journal of Educational Technology in Higher Education,
vol.
14
, no.
22
, pp.
1
33
,
2017
.
9.
J.
Harman
, "
Exploring Gamification and Learning with Karl Kapp
,"
Leading learning
, 10 January 2017. [Online]. Available: https://www.leadinglearning.com/episode-65-gamification-learning-karl-kapp/. [Accessed 13 July 2021].
10.
P.
Bruder
, "
GAME ON: Gamification in the Classroom
,"
The Education Digest,
vol.
80
, no.
7
, pp.
56
60
,
2015
.
11.
D. H.
Schunk
and
M. K.
DiBenedetto
, "
Motivation and social cognitive theory
,"
Contemporary Educational Psychology,
vol.
60
, pp.
1
10
,
2020
.
12.
J.
Hamari
,
J.
Koivisto
and
H.
Sarsa
, "
Does gamification work? A literature review of empirical studies on gamification
," in
In Proceedings of the 47th Hawaii International Conference on System Sciences
,
Hawaii
,
2015
.
13.
Google
,
"Read Along
," Google, [Online]. Available: https://readalong.google/. [Accessed 14 July 2021].
14.
S.
Perez
, "
Google launches ‘Read Along,’ a free app that helps young children practice reading
," techcrunch.com, May 2020. [Online]. Available: https://techcrunch.com/2020/05/07/google-launches-read-along-a-free-app-that-helps-young-children-practice-reading/. [Accessed 14 July 2021].
15.
L.
Edwards
, "
What is Kahoot! and How Does it Work for Teachers?
," techlearning.com, 27 April 2021. [Online]. Available: https://www.techlearning.com/how-to/what-is-kahoot-and-how-does-it-work-for-teachers. [Accessed 14 July 2021].
16.
Mojang
,
"Minecraft
," mojang, 1 October 2017. [Online]. Available: https://mojang.com/games/. [Accessed 14 July 2021].
17.
J.
Kuhn
, "
Minecraft: Education Edition
,"
Calico Journal,
vol.
35
, no.
2
, pp.
214
223
,
2018
.
18.
S.
Idesis
, "
Rapid Application Development
:," outsystems, 9 October 2020. [Online]. Available: https://www.outsystems.com/blog/posts/rapid-application-development/. [Accessed 15 July 2021].
19.
Kissflow
,
"Rapid Application Development (RAD): Changing How Developers Work
," kissflow, 31 March 2021. [Online]. Available: https://kissflow.com/low-code/rad/rapid-application-development/#rad-definition. [Accessed 15 July 2021].
This content is only available via PDF.
You do not currently have access to this content.