Abstract :
Gamification has achieved many positive outcomes in many fields, ranging from economics to education. This method consists in applying game concepts, mechanics and aesthetics in non-gaming applications, aiming to improve a person or group´s engagement and commitment to perform a task. These concepts can range from extrinsic motivators as points, levels, leaderboards and achievements, to intrinsic ones as competition, cooperation, sense of achievement and decision making. It also have been proved that these concepts also aids in the construction and improvement of cognitive, social and emotional behaviour of a person or group. Based on the previous work of developing an online learning environment to aid in Math Lessons on basic education, this paper presents the evaluation of a Gamified Online System (SiGMa) focused on Math problems solving. The application contains a module that randomizes the values of the users´ selected problems, which are divided in three areas (Arithmetic, Combinatorics and Geometry) in order to make them memorize the logic rather than answers when solving Math based questions. The system was also implemented with Gamification concepts to improve the engagement of students. The tests were applied with a group of 30 Math teachers that were exposed to the system for 3 consecutive months. Those professionals evaluated the usability and pedagogical properties of the Gamification concepts implemented within the application as: problem solving, correct classification, difficulty, context, engagement, reflection, support, interaction, visual interface, information, error recovery, message exchange. The tests also evaluated the relevance of each one of the implemented gamification concepts as: goals, rewards, points, levels, progress, time pressure, achievements, leaderboards, chances, renewal and relevant statistical information. The tests achieved positive results, above the average stipulated by the authors in the evaluation. The paper also present the preliminary tests that were made with a group of selected students, in order to test the systems´ efficiency.
Keywords :
"Games","Education","Algorithm design and analysis","Problem-solving","Databases","Visualization","Data mining"