Skip to main content
Log in

Gamified probes for cooperative learning: a case study

  • Published:
Multimedia Tools and Applications Aims and scope Submit manuscript

Abstract

This paper advances the idea of tangible gamified probes for cooperative learning processes, which require synchronous in-presence and in-situ interactions. The paper focuses on gamified probes for promoting a sense of progression and control, as well as social relations in a cooperative learning process in classroom. It reports a case study in a primary school. The study employed gamified probes as early-design solutions: each probe had limited ad-hoc functionalities, tested in the field, and was flexible enough to enable different usages so as to inspire designers. Probes were also endowed with embedded micro-electronic components for enhancing their interaction with children and human-to-human interaction, besides for storing relevant interaction data. After reporting the study results, the paper discusses them, and it concludes reflecting on the design of future gamified probes for enhancing cooperative learning in classroom.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7

Similar content being viewed by others

References

  1. Adams E (2013) Fundamentals of game design, 3rd edn. New Riders Press, San Francisco

  2. Andres J, Lai JC, Mueller FF (2015) Guiding young players as designers. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 445–450). ACM

  3. Arduino (2015). In Wikipedia. Retrieved December 2015, from en.wikipedia.org/wiki/Arduino

  4. Brondino M, Dodero G, Gennari R, Melonio A, Pasini M, Raccanello D, Torello S (2015) Emotions and inclusion in co-design at school: let’s measure them! In Proc. of Methodologies and Intelligent Systems for Technology Enhanced Learning, pp 1–8. Springer. doi: 10.1007/978-3-319-19632-9_1

  5. Casas I, Collazos C, Guerrero LA, Leiva C, Ochoa S, Puente J (2010) Addressing computer-supported collaborative learning in the classroom: experiences in engineering education. Proc - Soc Behav Sci 2(2):2685–2688

    Article  Google Scholar 

  6. Challis B (2015) Tactile interaction. In Soegaard M, Friisdam R (Eds) The Encyclopedia of Human-Computer Interaction, 2nd Ed. IDF. Retrieved from: https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/tactile-interaction

  7. Collazos C, Guerrero LA, Pino J, Ochoa S (2004) A method for evaluating computer-supported collaborative learning processes. Int J Comput Appl Technol 19(3/4):151–161

    Article  Google Scholar 

  8. Deci EL, Ryan RM (1985) Intrinsic motivation and self-determination in human behavior. Plenum, New York

    Book  Google Scholar 

  9. Deci EL, Ryan RM (2000) The ‘what’ and ‘why’ of goal pursuits: human needs and the self-determination of behavior. Psychol Inq 11:227–268

    Article  Google Scholar 

  10. Deterding S (2011) Situated motivational affordances of game elements: a conceptual model. In Workshop “Gamification: using game design elements in non-gaming contexts”, co-located with CHI 2011. Available online at: http://gamification-research.org/wp-content/uploads/2011/04/09-Deterding.pdf

  11. Deterding S, Sicart M, Nacke L, O’Hara K, Dixon D (2011) Gamification. Using game-design elements in non-gaming contexts. In CHI’11 Extended Abstracts on Human Factors in Computing Systems, CHI EA’11, pages 2425–2428, New York, NY, USA. ACM

  12. DiMicco JM, Hollenbach KJ, Pandolfo A, Bender W (2007) The impact of increased awareness while face-to-face. Human Comput Interact 22:47–96

    Google Scholar 

  13. Dodero G, Gennari R, Melonio A, Torello S (2014a) Gamified co-design with cooperative learning. In Proceedings of In CHI ’14 Extended abstracts on human factors in computing systems. ACM, New York, NY, USA, 707–718

  14. Dodero G, Gennari R, Melonio A, Torello S (2014b) Towards tangible gamified co-design at school: two studies in primary schools. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (CHI PLAY ’14). ACM, New York, NY, USA, 77–86. doi: 10.1145/2658537.2658688

  15. Dodero G, Gennari R, Melonio A, Torello S (2015) “There is no rose without a thorn”: an assessment of a game design experience for children. In Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter (CHItaly 2015). ACM, New York, NY, USA, 10–17. doi: 10.1145/2808435.2808436

  16. Dourish P (1997) Extending awareness beyond synchronous collaboration. In Proceedings of the CHI’97 workshop on awareness in collaboration systems. New York: ACM

  17. Druin A (2002) The role of children in the design of new technology. Behav Inf Technol 21:1–25

    Article  Google Scholar 

  18. Ehn P, Kyng M (1987) The collective resource approach to system design. Bjerknes et al

  19. Gaver B, Dunne T, Pacenti E (1999) Cultural probes. Interactions 6(1):21–29

    Article  Google Scholar 

  20. Graves T (1991) The controversy over group rewards in coopera- tive classrooms. Educ Leadersh 48:77–79

  21. Glover I (2013) Play as you learn: gamification as a technique for motivating learners. In World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013

  22. Greenbaum J, Kyng M (eds) (1992) Design atWork: Cooperative Design of Computer Systems. L. Erlbaum Associates Inc., Hillsdale

    Google Scholar 

  23. Guerrero LA (2009) A collaborative learning activity and a software tool for improving language skills. 13th International Conference on CSCW in Design (CSCWD 2009), Santiago, Chile, April 2009, pp 516–521

  24. Hamari J, Koivisto J, Sarsa H (2014) Does gamification work?: a literature review of empirical studies on gamification. In Proc. of 47th Hawaii International Conference on System Sciences

  25. Hanus MD, Fox J (2014) Assessing the effects of gamification in the classroom: a longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Comput Educ 80:152–161

    Article  Google Scholar 

  26. Horn MS, Crouser RJ, Bers MU (2012) Tangible interaction and learning: the case for a hybrid approach. Pers Ubiquit Comput 16(4):379–389

    Article  Google Scholar 

  27. Hsin-Yuan Huang W, Soman D (2013) A practitioner’s guide to gamification of education. Research Report Series Behavioural Economics in Action

  28. Huang K, Sparto PJ, Kiesler S, Smailagic A, Mankoff J, Siewiorek D (2014) A technology probe of wearable in-home computer-assisted physical therapy. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems (CHI ’14). ACM, New York, NY, USA, 2541–2550. doi: 10.1145/2556288.2557416

  29. Hutchinson H, Mackay W, Westerlund B, Bederson BB, Druin A, Plaisant C, Beaudouin-Lafon M, Conversy S, Evans H, Hansen H, Roussel N, Eiderbäck B (2003) Technology probes: inspiring design for and with families. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’03). ACM, New York, NY, USA, 17–24. doi: 10.1145/642611.642616

  30. Johnson D, Johnson R (2002) An overview of cooperative learning. Creativity and Collaborative Learning

  31. Kagan S (1990) The structural approach to cooperative learning. Educ Leadersh 47:12–15

    Google Scholar 

  32. Kapp KM (2012) The Gamification of Learning and Instruction. Pfeiffer, San Francisco

    Google Scholar 

  33. Lidwell W, Holden K, Butler J (2010) Universal principles of design. Rockport Publishers

  34. Lindsay S, Jackson D, Schofield G, Olivier P (2012) Engaging older people using participatory design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’12). ACM, New York, NY, USA, 1199–1208. doi: 10.1145/2207676.2208570

  35. Lynch PJ, Horton S (2015) Web style guide online. Retrieved in December 2015, http://webstyleguide.com/wsg3/index.htmlfgv

  36. Rogers I (2015) Playful interactions in public. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’15). ACM, New York, NY, USA, 127–127. doi: 10.1145/2793107.2801717

  37. Rubegni E, Landoni M (2014). Fiabot!: design and evaluation of a mobile storytelling application for schools. In Proceedings of the 2014 Conference on Interaction Design and Children (IDC ’14). ACM, New York, NY, USA, 165–174. doi:10.1145/2593968.2593979

  38. Sanders EB, Stappers PJ (2008) Co-creation and the new landscapes of design. CoDesign: Int J CoCreation Des Arts 4(1):5–18

    Article  Google Scholar 

  39. Schuler D, Namioka A (eds) (1993) Participatory Design: Principles and Practices. L. Erlbaum Associates Inc., Hillsdale

    Google Scholar 

  40. Seaborn K, Fels DI (2015) Gamification in theory and action: a survey. Int J Hum-Comput Stud 74:14–31

    Article  Google Scholar 

  41. Shkirando E (2014) Game probes: design space exploration in the area of multilingual family communication. MSc Thesis, Malmö University, Sweden

  42. Simões J, Redondo RD, Vilas AF (2013) A social gamification framework for a K-6 learning platform. Comput Hum Behav 29(2):345–353

    Article  Google Scholar 

  43. Slavin RE (1991) Student Team Learning: a Practical Guide to Cooperative Learning. National Education Association of the United States, DC

    Google Scholar 

  44. Stevens RJ, Slavin RE (1995) The cooperative elementary school: effects on students’ achievement, attitude and social relationships. Am Educ Res J 32:321–351

    Article  Google Scholar 

  45. Tullis W, Albert W (2013) Measuring the user experience. Kaufmann

  46. Zuckerman O, Gal-Oz A (2013) To TUI or not to TUI: evaluating performance and preference in tangible vs. graphical user interfaces. Int J Hum-Comput Stud 71(7):803–820

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to Rosella Gennari or Alessandra Melonio.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Gennari, R., Melonio, A. & Torello, S. Gamified probes for cooperative learning: a case study. Multimed Tools Appl 76, 4925–4949 (2017). https://doi.org/10.1007/s11042-016-3543-7

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11042-016-3543-7

Keywords

Navigation