In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The study was five years long, where the first three were non-gamified years, and the last two regarded two successive experiments of our gamified approach. To assess how gamification impacted the learning experience, we compared data from both gamified and non-gamified years, using different performance measures. Results show significant improvements in terms of attention to reference materials, online participation and proactivity. They also suggest that our approach can reduce grade discrepancies among students and help them score better. Modeling course activities with game challenges and properly distributing those over the term seem to enhance this effect.
Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward and fulfillment, thus encouraging them to persist and endure in their quests. Recently, this motivational power has started to be applied to non- game contexts, a practice known as Gamification. This adds gaming elements to non-game processes, motivating users to adopt new behaviors, such as improving their physical condition, working more, or learning something new. This paper describes an experiment in which game-like elements were used to improve the delivery of a Master's level College course, including scoring, levels, leaderboards, challenges and badges. To assess how gamification impacted the learning experience, we compare the gamified course to its non-gamified version from the previous year, using different performance measures. We also assessed student satisfaction as compared to other regular courses in the same academic context. Results were very encouraging, showing significant increases ranging from lecture attendance to online participation, proactive behaviors and perusing the course reference materials. Moreover, students considered the gamified instance to be more motivating, interesting and easier to learn as compared to other courses. We finalize by discussing the implications of these results on the design of future gamified learning experiences.
The NavTouch navigational method enables blind users to input text in a touch-screen device by performing directional gestures to navigate a vowel-indexed alphabet.
The emergence of touch screen devices poses a new set of challenges regarding text-entry. These are more obvious when considering blind people, as touch screens lack the tactile feedback they are used to when interacting with devices. The available solutions to enable non-visual text-entry resort to a wide set of targets, complex interaction techniques or unfamiliar layouts. We propose BrailleType, a text-entry method based on the Braille alphabet. BrailleType avoids multi-touch gestures in favor of a more simple single-finger interaction, featuring few and large targets. We performed a user study with fifteen blind subjects, to assess this method’s performance against Apple’s VoiceOver approach. BrailleType although slower, was significantly easier and less error prone. Results suggest that the target users would have a smoother adaptation to BrailleType than to other more complex methods.