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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Implementation of the Gamification Method in the Development of a Distance Course "Crowdsoursing Management"</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anna Aletdinova</string-name>
          <email>aletdinova@corp.nstu.ru</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alina Konshina</string-name>
          <email>konshina.2013@stud.nstu.ru</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Lapina</string-name>
          <email>mlapina@ncfu.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>North-Caucasus Federal University</institution>
          ,
          <addr-line>Stavropol, Russia, 355017</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Novosibirsk State Technical University</institution>
          ,
          <addr-line>Novosibirsk, Russia, 630073</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>20</fpage>
      <lpage>23</lpage>
      <abstract>
        <p>The relevance of the research is confirmed by the need to increase the attention and engagement of students in the educational process. In our opinion, this can be implemented by using information and communication technologies and gamification elements. This determined the purpose of the study - improving the efficiency of student learning in a distance course with gamification elements. The following methods were used for this: system analysis, interviews, monographic and expert assessments. The authors design a method gamify a distance course. On its basis, a distance course "Crowdsourcing Management" was created. An assessment by students of the elements of gamification is given. A comparative analysis of the distance course “Crowdsourcing Management” with the same course without gamification elements was conducted, its effectiveness was shown.</p>
      </abstract>
      <kwd-group>
        <kwd>gamification method</kwd>
        <kwd>designing course</kwd>
        <kwd>e-learning</kwd>
        <kwd>perception of social elements</kwd>
        <kwd>self-elements</kwd>
        <kwd>engagement</kwd>
        <kwd>efficiency</kwd>
        <kwd>educational process</kwd>
        <kwd>students</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>In terms of socio-economic interaction, a person needs to achieve certain goals, as well as get results. However,
this does not always work. A person in the process of achieving results is driven by involvement and motivation.
These two factors allow you to develop a certain type of behavior. Lack of involvement and motivation or their
low level leads to failures. The roles of motivation are devoted to the work of such scientists as J. Banfield, B.
Wilkerson, P.Buckley, E. Doyle, A. Iosup and D. Epema [Ban14, Bac16, Ios14].</p>
      <p>In recent years, students increasingly drop out of university or go to other educational institutions, as well
as change specialties and forms of education. In most cases, students are not keen on the educational process
and have lack of attention. Because of it students have problems with assimilation of information. There is a
need to improve the efficiency of the educational process. We can suggest two solutions to this problem. The
first one is the use of information and communication technologies. With their development, the population
received free access to training courses from anywhere in the world. Having a personal computer and Internet
access allows students to receive information and study material at any time and any place. Moreover, with such
training, they can effectively interact with both other students and teachers. The second solution is the concept
of gamification in educational courses.</p>
      <p>Table 1: Definitions of the term "gamification" in the works of scientists.</p>
      <p>1
2
3
4</p>
      <p>N</p>
      <sec id="sec-1-1">
        <title>Definitions</title>
        <p>Using game mechanics in a non-game environment to
motivate participants in the process
Use of game elements in a non-game environment to
increase engagement and develop a certain behavior</p>
      </sec>
      <sec id="sec-1-2">
        <title>Use of the basics of game behavior in non-game situations to develop certain behavior</title>
      </sec>
      <sec id="sec-1-3">
        <title>Use of typical game elements in various fields to increase engagement</title>
      </sec>
      <sec id="sec-1-4">
        <title>Author M. A. Azmi, D. Singh [Azm15]</title>
      </sec>
      <sec id="sec-1-5">
        <title>E. Katsigiannakis, C. Katsigiannakis [Kat17]</title>
      </sec>
      <sec id="sec-1-6">
        <title>K. Robson, K. Plangger, J. H. Kietzmann, I. McCarthy, L. Pitt [Rob15] H.Y. Huang, D.Soman [Hua13]</title>
        <p>These definitions narrow down to one. Gamification is the use of game elements in a non-game environment to
achieve results and goals. The use of this concept allows the use of game mechanics in a non-game environment,
in this work the non-game environment is the educational process. In this way, it becomes important to use
distance courses with gamification elements in the educational process, to improve the efficiency of it.
2</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Task</title>
      <p>The purpose of this study is to increase the efficiency of student learning when using a distance course with
gamification elements. It is necessary to solve the following tasks:
– select and analyze the elements of gamification, which are used in design of distance course;
– analyze existing methods of gamification;
– determine stages of the author’s gamification method;
– determine preference of target audience in design of distance course;
– carry out comparative analysis of the effectiveness of a distance course with and without gamification
elements.</p>
      <p>Students of specialty 09.03.03 "Applied information science" of Novosibirsk State Technical University were
chosen as a target audience for this study. Name of distance course, which is being design, is "Crowdsourcing
management".
3
3.1</p>
    </sec>
    <sec id="sec-3">
      <title>Development Of Methodology</title>
      <sec id="sec-3-1">
        <title>Related Work</title>
        <p>To develop the course gamification methodology, it is necessary to identify main gamification elements and
application features. A. Filatro in his article identifies two types of gamification: structural and content. Structural
gamification refers to the use of game elements to move a student through the material, while the material remains
unchanged. Only the structure of the material gamifies and content does not change. In content gamification,
game mechanics are used to change the material itself to make it more game-like [Fil16].</p>
        <p>To apply gamification in any of the areas, for example, education or business, it is necessary to use the elements
of gamification. The most common elements are:
– point – rewards received for making a particular action or set of action;
– levels – certain steps that participants achieve by making actions;
– badges – additional awards that reflect the activity of participants;
– leaderboard – rating which shows who occupy a leading position in the result of actions.
– virtual currency – items that you can earn, save and spend on virtual goods;
– v irtual goods – goods that can be purchased for virtual currency, such goods provide participant with
various improvements.</p>
        <p>W.H.Y Huang and D.Soman in their work propose to divide the elements of gamification into two types:
self and social elements. Self-elements – these elements allow students to focus on competing with themselves
and keep track of their personal achievements. Social elements, as their name suggests, are elements that allow
students to communicate with other participants in the course, to monitor their progress with the help of a leader
board. Self-elements include points, levels, badges, virtual goods, storyline, time constraints, and aesthetics. In
turn, according to the scientists, social elements include: leaderboard, virtual goods, interactive interaction,
storyline [Hua13]. Foreign authors distinguish various features of the use of gamification in distance learning.
Such features are presented in table 2.</p>
        <p>Table 2: Features of gamification application in training</p>
        <p>There is a large number of different online platforms. They allow students to study the material and
communicate with other students, get a feedback from curator and teacher in real time, correct the mistakes of
other students, and give marks to each other. Most of the elements of gamification are found on online learning
platforms for foreign languages, for example, Duolingo, LinguaLeo and Busuu. Examples of used gamification
elements: points; badges; leaderboard; levels; virtual goods; virtual currency. Also, gamification is also found in
other areas of study, for example, in more exact sciences such as mathematics and programming (for example,
the KhanAcademy platform). Gamification can be found in distant courses of various universities, but the set of
gamification elements is very scarce or absent. Often there is no opportunity for students to communicate with
each other; there is a delayed feedback with the teacher. In the distance learning courses of Moscow State
University, only the following elements of gamification are used: badges and interactive interaction. In our opinion,
such a set of elements is not enough to motivate students and give them a sense of involvement. In this way, it
is necessary to develop a suitable method of gamification of courses for distance learning, which allows to fully
applying both social elements and elements of individual achievements. Full use of elements of gamification will
increase the level of motivation and involvement in the educational process.
Under the methodology refers to a set of methods and techniques that allow implementing gamification in the
learning process and developing a specific behavior of the student. In various sources, you can find a description
of the method of implementation gamification in the process of distance learning. K. Werbah in his book " For
The Win: How Game Thinking Can Revolutionize Your Busines" leads the following steps, which are necessary
for the implementation of methods in the process:
– definition of gamification goals – highlight the most important goals, rank and adree among themselves,
then justify each of them;
– determine desirable behavior – desirable behavior of the player must be specific;
– description of the student-player – use segmentation of players according to types of players: munchkins,
researchers, party-goers and murderers;
– development of activity cycles: engagement and advancement – engagement cycles motivate players through
feedback, promotion cycles reflect the level transition of players using tasks of increasing difficulty;
– entertainment – players should have fun and pleasure while playing;
– vuse suitable tools – use of information systems and software that are suitable for the implementation of
gamification [Wer14]. However, W.H.Y. Huang identifies other points that are necessary for the effective
implementation of gamification in the process. According to the author, correctly following the following
points will help to gamify the process:
– determine target audience – who the student is (age, ability to learn, current skills);
– determine the context – which context is best suited for the target audience (group size, skills, time frame);
– definition of learning goals – teacher must determine what the student should be able to do at the end of
the course;
– knowledge structuring – stages and control points for assessing student skills and further motivation;
– determine resources – eacher needs to determine where in the course to introduce gamification, as well as
take into account its features;
– apply gamification elements – use of self and social elements [Hua13]. Separately presented techniques do
not take into account all aspects of gamification of courses for distance learning, therefore, on the basis of
these techniques, a technique was developed that allows to fully gamify courses for distance learning. The
developed technique includes the following steps:
– definition of learning goals – determine what the student should know at the end of the course;
– determine the context and target audience – who the student is and what context are suitable for him;
– definition of gamification goals – why we should use gamification;
– determine desirable student behavior – select what actions student need to do for obtaining learning goals;
– knowledge structuring – devide material into levels and use milestones on each level;
– select gamification elements – choose set of elements which are the most suitable for target audience;
– apply gamification elements – use tools for design and implementation gamification elements and also take
into account its features.</p>
        <p>Thus, the analysis of methods of gamification allowed determining the main stages of the authors; method,
on the basis of which the development of a distance course was carried out.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Features Of Selected Course</title>
        <p>The course "Crowdsourcing Management" was chosen to implement the method of gamification. The
purpose of the course is to obtain a basic knowledge of crowdsourcing, as well as the opportunity to
apply them in the future. After completing the course, students should know such concepts as:
information society, smart - society, crowdsourcing, types of crowdsourcing, crowdsourcing platforms. The course
was developed in 2018, hosted in the Dispace system of the Novosibirsk State Technical University (
https://dispace.edu.nstu.ru/didesk/course/show/7969 ) and did not contain elements of gamification. The design
of a distance course "Crowdsourcing Management" with elements of gamification was proposed to be implemented
in the Moodle system as supporting their implementation.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>To determine the target audience of the course and implement the selection of elements of gamification, the
authors conducted a survey of the potential target audience; these are 50 students of the Novosibirsk State
Technical University. In this survey, respondents were asked to answer questions that relate to age, gender, form
of study and the availability of knowledge about crowdsourcing.</p>
      <p>The survey results showed that the target audience is dominated by female gender (76% of respondents), the
main age is 23 years (50% of respondents) and full-time education prevails (82% of respondents). Also, students
were asked to answer questions related to the topic of a distance course in order to understand what level of
students; knowledge on the topic of crowdsourcing. It turned out that 68% of students are not familiar with the
term "crowdsourcing", however, 74% of students attended crowdsourcing platforms, and they noted the platform
Planeta (planeta.ru), Kickstarter (kickstarter.com), Boomstarter (boomstarter.ru).</p>
      <p>Thus, according to the results of surveys, the target audience of a distance course is students aged 18 to 23
years old, full-time or part-time tuition with initial knowledge in the field of crowdsourcing.</p>
      <p>The next step was determined by the set of elements of gamification will be most appropriate for the target
audience. Students were presented elements of gamification in order to assess the level of perception of these
elements. A survey of students was held. Such groups of gamification elements as self and social elements were
evaluated. Self- elements such as points, levels, trophies, virtual goods, storyline, time constraints and aesthetics
were chosen for evaluation. Social elements such as a leaderboard, interactive communication, virtual goods, and
storyline were selected for the survey. The results of the student survey are presented in tables 3-4.</p>
      <p>Table 3: Respondent’s perception of self-elements</p>
      <p>In this way, students prefer the following elements of individual achievement: aesthetics, trophies and levels.
Temporary restrictions and virtual goods didn’t please most of the surveyed students, and the glasses and the
storyline left students indifferent. The leaderboard is the most preferred social element, in turn, interactive
interaction and virtual goods are not so popular among surveyed students, and the storyline received a neutral
rating among the respondents.</p>
      <p>After determining the objectives of training, the target audience, a set of elements of gamification, it is
necessary to structure the course material. All course material should be divide into levels, and after each level,
have control points (test or task) to test the student’s knowledge and further motivation. With each level, the
complexity of the tasks should increase. Table 5 shows the structure of the course in different systems.
All theoretical material of the course is divided into five topics or levels, each of the levels has subsections,
but as we can see in the table above, the course in the Moodle system is more complex.</p>
      <p>Students of the Novosibirsk State Technical University were asked to complete a course with gamification
elements to assess the efficiency of gamification of the Crowdsourcing Management course in the Moodle distance
learning system. 50 people took part in approbation of the course, 0.8% fully mastered the course, 0.16% only
half, 0.04% of the students did not complete the course and had problems with passing the first levels. At the
same time, 52 students, 21.15% did not pass course Crowdsourcing Management without gamification elements
in 2018.</p>
      <p>After completing the course, participants of its approbation were asked to choose which elements they liked.
The results are presented in table 6.</p>
      <p>Table 6: Evaluation of the use of gamification in distance learning courses by students</p>
      <p>Most of all, respondents liked opportunity to make mistakes while passing the course, progress tracking and
self-elements.</p>
      <p>A comparative analysis of the time spent in passing the course and pass the test (Table 7) shows that Moodle
system saves students’ time on feedback with the teacher and conducting the test on the course.</p>
      <p>Table 7: The time spent on the course; Crowdsourcing management; and pass the test in the LMS Dispace
and Moodle, hours</p>
      <p>Designing of the course "Crowdsourcing Management" with elements of gamification is planned to be used in
the educational process of the Novosibirsk State Technical University in the 2019-2020 academic year.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>Thus, the authors attempted to adapt elements of gamification techniques (K. Verbach, W.H.Y. Huang) to form
distance learning courses for students and implement the course "Crowdsourcing Management". The purpose
of training is laid in the preparation of an educational course. In our case, goal is getting basic knowledge of
crowdsourcing, training. At the second stage of course designing, we took into account the features connected
with target audience and content of the course. Students of the specialty "Applied information science" are very
good at information and communication technologies, have already studied the course on Internet marketing,
many use their knowledge and experience in promoting projects in the Internet and finding the resources they
need. On the other hand, they as a target audience can help create an effective distance course with gamification
elements. Authors of this article have determined the features of the target audience. After survey of students
we can say that the target audience needs to use such elements of gamification as aesthetics, achievements,
levels and board of leaders. However, use of points is necessary for tracking students’ progress, for rating or
leaderboard, and also for go to the next level and get the badge. The use of time constraints is implemented
in the Crowdsourcing course (crowdsourcing management) in the LMS of Moodle, but most students did not
like this element and the level of knowledge on the topic of the course was low, it was decided to make its use
optional at the discretion of the teacher.</p>
      <p>We need gamification to increase students; engagement in the educational process and we can check the
achievement of this goal by evaluating the efficiency of the designed course. In contrast to the course in the
Dispace system, in the designed course students are asked to answer questions after each section for self-control.
At the final level, students must complete an individual practical task and a final test. After completing the
course, the student can see his progress, but also can find out his rating relative to other students who have
completed this course. In the LMS Moodle rating is created automatically for all elements of the distance course.
The student;s total score is calculated on the basis of the points obtained for the completed course elements.
The rating of students can be configured both by ascending points and descending. Such a rating can be viewed
either by all students, or by students who are allocated to groups, or only by one specific student. Also, after the
pass of each topic, the student obtains the badge indicating which level the student has mastered. According to
the results of the course students get a badge for the successful completion of the course. The teacher can give
certificates to best students in the course.</p>
      <p>The survey of the target audience showed that the social elements of gamification, which liked the most:
leaderboard, and self-elements – levels, trophies, and aesthetics. Authors decided to remove the time constraints
and virtual goods as having caused a negative reaction from the respondents.</p>
      <p>We decided to determine efficiency of the Crowdsourcing Management course by the successfully completion
of the course. Despite that students have more time to study a course with gamification elements (on average,
5.7 hours), the time waiting for feedback from the teacher is reduced, and results of course automatically set up
in the system and is not required conducting a separate lesson for this. In addition, only 10 people could not fully
complete the course from 50 students. At the same time, progress in the course "Crowdsourcing Management"
without gamification elements is lower. Although increase of the number of observations on student performance
will make it possible to give more accurate estimates of the efficiency of the course Crowdsourcing Management
with gamification elements.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>The proposed method of gamification for distance learning courses of higher educational institutions includes the
following steps: determining the learning goal, content and target audience, gamification goals, defining students;
actions, course structure, including its levels, definitions of gamification elements and further applying them in
the designing course.</p>
      <p>The authors design a distance course "Crowdsourcing Management" with gamification elements in the Moodle
system and conducted a comparative analysis of it with the same course without elements of gamification in the
Dispace system. 50 students of the Novosibirsk State Technical University, specializing in Applied Informatics,
were involved for design the course. They try to complete a new course and gave their assessments of satisfaction
with the elements of the gamification method. This allow us to correct the gamification elements of the course.
Time spent estimates and student performance on courses with and without gamification elements allows us to
conclude that it is necessary to use gamification in the educational process.</p>
    </sec>
  </body>
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