In this paper, I delve into the world of gamification within the realm of human-computer interaction, with a particular emphasis on user experience. I am excited to share my insights on the powerful potential of gamifying education for students by incorporating video game elements into the classroom environment. I explore the underlying psychology behind gaming, particularly video games, and its profound connection to gamification.

I will further talk about how learning outcomes can be enhanced through gamification and will provide a case study of a popular gamified language learning application – ‘Duolingo’ and outline the differences between ‘Engagement’ and ‘Addiction’ along with defining elements of gamification that can be used for motivating users to continue engaging with a product more and more.

The full paper can be found here.

Click here to view the presentation.

Gatha Bhakta

Gatha Bhakta

Gatha Bhakta

Latest posts by Gatha Bhakta (see all)