How Gamification Shapes Learning and Interaction in Virtual Educational Events : Insights from Finnish event industry professionals
Loijas, Jouko (2024)
Loijas, Jouko
2024
Master's Programme in Game Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2024-05-16
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202404234179
https://urn.fi/URN:NBN:fi:tuni-202404234179
Tiivistelmä
This thesis examines the impact of gamification on learning and interaction within virtual educational events, drawing insights from Finnish event industry professionals. As digital platforms increasingly host educational and training events, engaging participants is a significant challenge. Gamification, using game design elements in non-game contexts, offers potential solutions by enhancing user engagement and interaction, thereby improving learning outcomes.
The research employed qualitative methods, utilizing semi-structured interviews with a diverse group of event industry professionals with extensive experience organizing virtual educational events. This study explores how these professionals integrate gamification strategies into their events and the outcomes of such integrations regarding participant engagement and educational effectiveness.
Findings from the study indicate that gamification significantly boosts participant engagement and facilitates interactive learning environments. However, the effectiveness of gamification varies based on the design of the gamification elements, the target audience's characteristics, and the educational content being delivered. Notably, while gamification can enhance the educational experience by making learning more interactive and enjoyable, it also poses challenges like the risk of overshadowing educational goals with entertainment or failing to align with learning objectives.
Moreover, the study highlights the importance of a strategic approach to gamification that aligns with educational aims and caters to the diverse needs and preferences of participants. Successful gamification requires careful consideration of game mechanics, participant motivation, and the educational context. The thesis also discusses the implications of these findings for future research and practice, recommending that educators and event organizers focus on customizing gamification strategies to maximize educational value and participant satisfaction.
In conclusion, this thesis contributes to educational technology by providing a nuanced understanding of how gamification can be effectively employed in virtual educational events. It offers practical insights for educators, technologists, and event organizers, aiming to enhance virtual educational practices and participant engagement through informed gamification strategies.
The research employed qualitative methods, utilizing semi-structured interviews with a diverse group of event industry professionals with extensive experience organizing virtual educational events. This study explores how these professionals integrate gamification strategies into their events and the outcomes of such integrations regarding participant engagement and educational effectiveness.
Findings from the study indicate that gamification significantly boosts participant engagement and facilitates interactive learning environments. However, the effectiveness of gamification varies based on the design of the gamification elements, the target audience's characteristics, and the educational content being delivered. Notably, while gamification can enhance the educational experience by making learning more interactive and enjoyable, it also poses challenges like the risk of overshadowing educational goals with entertainment or failing to align with learning objectives.
Moreover, the study highlights the importance of a strategic approach to gamification that aligns with educational aims and caters to the diverse needs and preferences of participants. Successful gamification requires careful consideration of game mechanics, participant motivation, and the educational context. The thesis also discusses the implications of these findings for future research and practice, recommending that educators and event organizers focus on customizing gamification strategies to maximize educational value and participant satisfaction.
In conclusion, this thesis contributes to educational technology by providing a nuanced understanding of how gamification can be effectively employed in virtual educational events. It offers practical insights for educators, technologists, and event organizers, aiming to enhance virtual educational practices and participant engagement through informed gamification strategies.