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Gamification of design thinking: a way to enhance effectiveness of learning

Published online by Cambridge University Press:  29 September 2022

Apoorv Naresh Bhatt*
Affiliation:
Centre for Product Design and Manufacturing, Indian Institute of Science (IISc), Bangalore 560 012, India
Amaresh Chakrabarti
Affiliation:
Centre for Product Design and Manufacturing, Indian Institute of Science (IISc), Bangalore 560 012, India
*
Author for correspondence: Apoorv Naresh Bhatt, E-mail: apoorvbhatt@iisc.ac.in, apoorvbhatt93@gmail.com
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Abstract

The goal of this paper is to develop and test a gamified design thinking framework, including its pedagogical elements, for supporting various learning objectives for school students. By synthesizing the elements and principles of design, learning and games, the authors propose a framework for a learning tool for school students to fulfil a number of learning objectives; the framework includes a design thinking process called “IISC Design Thinking” and its gamified version called “IISC DBox”. The effectiveness of the framework as a learning tool has been evaluated by conducting workshops that involved 77 school students. The results suggest that the gamification used had a positive effect on the design outcomes, fulfilment of learning objectives, and learners' achievements, indicating the potential of the framework for offering an effective, gamified tool for promoting design thinking in school education. In addition to presenting results from empirical studies for fulfilment of the objectives, this paper also proposes an approach that can be used for identifying appropriate learning objectives, selecting appropriate game elements to fulfil these objectives, and integrating appropriate game elements with design and learning elements. The paper also proposes a general approach for assessing the effectiveness of a gamified version for attaining a given set of learning objectives. The methodology used in this paper thus can be used as a reference for developing and evaluating a gamified version of design thinking course suitable not only for school education but also for other domains (e.g., engineering, management) with minimal changes.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
Copyright © The Author(s), 2022. Published by Cambridge University Press
Figure 0

Table 1. IISC DT stages and associated activity steps

Figure 1

Fig. 1. Research process.

Figure 2

Table 2. Learning Objectives (L), Research Objectives (R.O.), and Research Questions (R.Q.) for gamified version 1 (V1) and version 2 (V2)

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Table 3. Learning Objective 1 and the corresponding game mechanics and components

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Fig. 2. (a) Game board, (b) design activity card, and (c) process steps of earning rewards.

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Table 4. Game components and purpose

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Table 5. Learning Objective 2 and the corresponding game mechanics and components

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Fig. 3. IISC DBox: learning process.

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Table 6. New game components and purpose

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Fig. 4. Overall framework of learning DTP using a gamification tool.

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Fig. 5. Solutions in the form of prototypes made by student groups (e.g., canteen, bus stop, lab, parking area).

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Table 7. Methodology used to answer the research questions

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Table 8. Survey questionnaires for students with a five-point Likert scale along with the granularity varying from highly disagree (1), disagree (6), neutral (11), agree (16) to highly agree (21)

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Fig. 6. Perceived use of game elements in learning.

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Fig. 7. Perceived use of game elements in enjoyment and engagement.

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Table 9. Comparison of two versions of IISC DBox

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Table 10. Comparison of innovation and design games developed for school students

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Fig. 8. Proposed approach for the development and evaluation of gamification.

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Table A.1. Mentor assessment sheet

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Table A.2. Details of activity steps and desired outcomes

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Table A.3. User assessment sheet

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Table A.4. Expert assessment sheet

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Table A.5. A survey questionnaires for mentors (No. of mentors = 9, test statistics: t-test)