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A point with pointsification? clarifying and separating pointsification from gamification in education

Bibliographic Data

ID22164377
AuthorsAnn-Sofie Hellberg (0000-0002-1543-8932, Örebro University, corresponding author), Jonas Moll (0000-0002-4772-4730, Örebro University)
Year2023
Volume8
Publication date2023-07-10
Open AccessYes
TypeARTICLE
VenueFrontiers in Education (JOURNAL)
Journal identifiersISSN: 2504-284X • E-ISSN: 2504-284X
PublisherFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/feduc.2023.1212994
OpenAlexW4383724258
LanguageEN
Citations received4
References cited26

Gamification gained popularity in the 2010s, with educational professionals quickly adopting it as a way to transfer the motivational effects of games to a learning situation. However, the rapid implementation of gamification without proper planning led to a misunderstanding of the concept, namely that the use of points and rewards is enough. Proper gamification in education requires careful planning and a game-thinking approach to the design of the learning environment. The simple addition of points and badges is therefore a misuse of the gamification concept, which has been referred to as pointsification. This misuse leads to confusion and mixed results as studies using pointsification are often still labeled as gamification. This paper clarifies the differences and uses of gamification and pointsification by analyzing the effects of pointsification in a higher education course and discussing these effects in relation to gamification. The research employs a mixed-methods approach, examining project grades, individual grades, and students’ opinions. The objective is to show how pointsification can be implemented in education to lead to better learning in a way that both prevents previously identified problems associated with pointsification and also addresses them effectively. Although the use of points and badges has received criticism, studies have also demonstrated that pointsification can improve student engagement and motivation. As such, pointsification should be considered a distinct concept that focuses solely on the use of points and rewards to motivate students, while gamification should encompass a broader game-thinking approach

Confusion · Criticism · Knowledge management · Mathematics education · Popularity · Computer Science · Digital Games and Media · Educational Games and Gamification · Motivation and Self-Concept in Sports · Psychology · Social Psychology

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    Open Access•Célia Vancaemelbecke, Loïc Caroux et al.•Computers in Human Behavior•2025

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    Open Access•John Dah, Norhayati Hussin et al.•Games and Culture•2024

  • How gamification motivates

    Open Access•Michael Sailer, Jan Ulrich Hense et al.•Computers in Human Behavior•2017

  • Intrinsic and Extrinsic Motivation

    Roland Bénabou, Jean Tirole•The Review of Economic Studies•2003

  • Gamification in theory and action

    Open Access•Katie Seaborn, Deborah I Fels•International Journal of…•2015

  • Gamifying learning experiences

    Open Access•Adrian Dominguez, Adrián Domínguez‐Díaz et al.•Computers & Education•2013

  • Intrinsic and extrinsic motivation from a self-determination theory perspective

    Open Access•Richard M Ryan, Edward L Deci•Contemporary Educational Psychology•2020

  • State of Research on Gamification in Education

    Open Access•Jakub Swacha•Education Sciences•2021

  • The impact of gamification in educational settings on student learning outcomes

    Open Access•Rui Huang, Albert D Ritzhaupt et al.•Educational Technology Research…•2020

  • Intrinsic and Extrinsic Motivations

    Open Access•Richard M Ryan, Edward L Deci•Contemporary Educational Psychology•2000

Citations per year2
Citation span2024 - 2025 (2)
Highly citedNo

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