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  <front>
    <journal-meta />
    <article-meta>
      <article-id pub-id-type="doi">10.1080/17501229.2016.1213268</article-id>
      <title-group>
        <article-title>Izabella Jedela, Adam Palmquistb</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Insert Coin</institution>
          ,
          <addr-line>Vasagatan 33, 411 37, Gothenburg</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Gothenburg</institution>
          ,
          <addr-line>Applied IT Forskningsgången 6, 417 56, Gothenburg</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2005</year>
      </pub-date>
      <volume>16</volume>
      <abstract>
        <p>The present explorative case study addresses teacher perception and adoption of a gamification implementation in five classes consisting of 127 students at an upper secondary school in Sweden. Multisession semi-structured interviews with three teachers involved in the implementation were conducted, followed by thematic analysis based on Moore and Benbasat s model for Adoption of information technologies. The main results indicate that adoption factors should be considered when implementing gamification in the classroom. This relates to connecting the gamification design to student progress, communicating with as technology support, preparation, collaboration and clarification, and visualizing the outcomes of gamification implementations to teachers.</p>
      </abstract>
      <kwd-group>
        <kwd>Adoption factors</kwd>
        <kwd>Blended learning</kwd>
        <kwd>Education</kwd>
        <kwd>Gamification</kwd>
        <kwd>Teacher perception</kwd>
        <kwd>Uppersecondary education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Motivating and engaging learning
environments play a crucial role in student
learning and behavior [1, 2, 3, 4]. Two
approaches that have been suggested to
increase motivation and engagement in
education are gamification and Game Based
Learning (GBL) [5, 6, 7]. Gamification is a
motivational strategy in which game-elements
[9] and gameful-design principles [8] are
applied to a non-game context, and the
interrelated concept of GBL, is the use of entire
games for educational purposes [
        <xref ref-type="bibr" rid="ref2 ref21 ref29 ref4 ref7">10</xref>
        ].
      </p>
      <p>
        For teachers, challenges might arise when
implementing new technologies in the
classroom. In Sweden, the risk of newly
graduated teachers with inadequate information
and computer technology (ICT) has been high,
resulting in the underutilization of technology
in the classroom [
        <xref ref-type="bibr" rid="ref17">11</xref>
        ]. Compared to other
OECD countries, Swedish teachers experience
equivalent or more ICT competence but have
less confidence in the effect of digitalization
and less motivation to use information
technologies [12]. This discrepancy calls for
clarification in when
implementing novel technologies in the
classroom. There has to the authors knowledge
been limited applications of gamification in the
classroom in a Scandinavian setting. Therefore,
before presenting the present case study,
previous studies related to the adoption of
gamification and GBL implementations in a
Scandinavian setting are reviewed.
      </p>
      <p>Adoption of GBL
individual traits and perception of games. In a
survey study conducted with over 1500 primary
and secondary school teachers in Finland,
teacher adoption of GBL depended
openness to ICT as well as their self-efficacy
and attitude [13]. In other qualitative studies
conducted in Scandinavian settings, one
concern expressed by teachers was the
perception that games are distracting and risk
resulting in less learning for students [1, 14].
Another disadvantage previously discussed
with GBL is that teachers might be unfamiliar
with computer games which may lead to
anxiety or create aversion to use them for
educational purposes [15]. It has also been
acknowledged that some teachers are afraid to
introduce games into their learning
environment, as they presume that games are at
their essence competitive, which can increase
student anxiety [16].</p>
      <p>Environmental factors such as compatibility
with teaching and supportive organizational
ICT culture has also been shown to effect
teacher adoption of GBL [13]. In his doctoral
dissertation, Berg-Marklund [17] criticized
GBL for performing differently in live school
settings compared to experimental settings due
to teachers varied knowledge or interest in
digital tools provided in the classroom. To
make educational games viable,
BergMarklund [17] claimed that both educators and
developers need to alter their working
processes, their perceptions of games and
teaching, as well as the way they collaborate
and communicate with each other and other
actors within the educational system.</p>
      <p>In another study, Cruaud [18] interviewed
two teachers who used a gamified application
during one school year in their foreign language
classes in upper secondary education. The first
teacher had a positive experience and was
active in the use of the application, whereas the
second teacher viewed the implementation as
unfavorable and interpreted it as a loss of
control in the learning environment. Cruaud
[18]
experiences can derive from the first teacher
taking an active role and ownership of
application while the second teacher took a
passive role, had had an absent involvement in
the design process and showed lack of
confidence toward the application.</p>
      <p>To deepen the understanding of teacher
perception and adoption of gamification in the
classroom the present study investigates
teachers experience of a gamification
implementation. This is done through the lens
of Moore and Benbasat [19] model for
Adoption of IT. Moore and Benbasat [19]
model is an adaption of Rogers [20] Innovation
Diffusion Theory (IDT), which describes how,
why and at what rate innovation spreads. Moore
and Benbasat [19] adapted the characteristics of
IDT and refined the model as the following set
of eight core constructs that could be used to
study innovation in IT: 1) Relative Advantage,
that is perceived as being better than its
forerunner. 2) Ease of Use, that is degree to
which an innovation is perceived as being
difficult to use. 3) Image, that is perceived to
environment. 4) Visibility, that is degree to
which the individual can see others using the
system in the organization. 5) Compatibility,
that is degree to which an innovation is
perceived as being consistent with one's
existing values, needs, and past experiences. 6)
Results Demonstrability, that is tangibility of
the outcome of using the innovation, including
observability and communicability. 7)
Triability, that is degree of experimentation
before adoption. 8) Voluntariness of Use, that
is degree to which use of the innovation is
perceived as being voluntary [19].</p>
      <p>In the present case, gamification was
implemented at a practically oriented upper
secondary school in Sweden during seven
weeks of a mathematics course. The aim and
expectation of the gamification implementation
was to increase the number of students passing
the course, since the school had a previous
problem of not enough students passing the
course. In this study, an exploratory approach
is taken to answer the following research
questions: RQ1: What is the expressed teacher
perception of a gamification implementation in
upper secondary education? RQ2: Which
adoption factors are expressed by upper
secondary education teachers when
implementing gamification in a blended
learning course?</p>
      <p>Three teachers were involved in the
gamification project. Respondent 1 was a
48year-old female with 30 years of teaching
experience. Respondent 2 was a 33-year-old
male with a five-year teaching experience, and
Respondent 3 was a 50-year-old male who had
been working as a teacher for 15 years. There
were five classes with 127 students in total.
Respondent 1 and 2 oversaw two classes each,
and Respondent 3 oversaw one class. The
courses had previously had low levels of digital
aspects included in the education. Respondent
1 had limited experience using Google
Classroom, while Respondent 2 and 3 had used
it before the gamification implementation.
Respondent 1 and 3 had never heard of
gamification previously while Respondent 2
was familiar with the term.</p>
      <p>Prior to the implementation, the teachers
created a Classroom (course) in the schools
Google Classroom learning management
system (LMS) consisting of digital course
material, quizzes, videos and links to other
learning resources. A gamified API was added
to the LMS as a Chrome extension, adding a
widget to the interface, which contained the
game elements level, shop and achievements.
The API was developed by a gamification
studio. The implementation was done in a math
course using a blended learning approach. The
students worked with computers, provided by
the school, and the LMS as an educational tool,
as well as with analogue learning material
during the lessons and at home.</p>
      <p>The completion of achievements afforded
experience points to the level element and
included online activity i.e., doing math quizzes
or logging into the LMS, as well as campus
activity i.e., contributing to a classroom
discussion or helping a friend. After the
students had progressed in level, they were able
to buy point for the upcoming exam through
virtual coins earned in the shop. The game
elements triggered automatically when the
students performed different activities in the
LMS. At the end of each lesson, the students did
material. The implementation took place in the
middle of the semester, from the beginning of
November to mid-December. An open
communication channel was set up between
Respondent 2 and the gamification designers to
assist the teachers with any technical issues.
The gamification design and implementation
has been presented further in the short paper
[21]. The API can be viewed here:
https://docs.google.com/presentation/d/1zSepC
eKgD7RVvDw12gQ6wy5IcFsXcmzJXcCOjQye3w/edit?usp=sharing.</p>
      <p>To ensure the extraction of core information
from the teachers while providing flexibility to
inquire more deeply into the narratives that the
teachers shared, a multisession semi-structured
interview approach was taken [22]. The
teachers participated in two semi-connected
interview sessions, one in the beginning of the
implementation and one after two months. The
interviews were conducted online and lasted
between 20 to 30 minutes per session and were
all recorded after getting consent from the
respondents. The interviews included questions
implementation, their experience of
gamification in the classroom and its effect on
students and on their own working
environment.</p>
      <p>As recommended by Belotto [23] as a means
to gain inter-rater reliability, both authors
initially discussed the case and agreed on the
research method. Interview questions were
prepared before the first interview; first
separately by author 1 and 2 and later discussed,
revised, and merged. The questions for the
second interview session were decided by the
authors after the initial interviews to enable
insights from the first session. Prior to the
implementation Author 2 took part in the
gamification workshop and participated in
several meetings with the headmaster and the
teachers. Author 1 therefore conducted the
interviews to encourage the participants to talk
freely of their experience.</p>
      <p>After the interviews the recordings were
transcribed word for word. In the analysis of the
data the thematic coding process presented by
Gioia et al. [24] was used, with the
sensemaking of the teachers being a focal study
point. To reduce the error and bias generated
when individuals processed sets of text-based
data generated by qualitative investigation the
authors used procedures of intercoder reliability
checks[25]. The authors conducted three
rounds of checks in the beginning, middle and
at the end of the study. After author 1 had
conducted the interviews, the transcripts were
read though once and later coded into first order
concepts. themes and dimensions were found
related to the RQ1. Several codes could also be
identified related to adoption factors.
Therefore, the researchers created RQ2 from
the data related to the factors that can affect the
adoption of gamification. First order concepts
related to RQ1 and RQ2 were thereafter studied
and grouped related to RQ1 and RQ2 by
moving related concepts closer to each other
and by moving non-related concepts further
apart. Concepts that were mentioned by one of
the teachers and unrelated to the other concepts
or irrelevant from the view of the research
questions were discarded. From the clusters
created by the first order concepts, second order
themes were taken out as a summary of the
main theme in the concepts. The same process
was repeated when moving from second order
themes into aggregated dimensions, with the
second order themes first being clustered from
relatedness and later summarized into
aggregated dimensions.</p>
      <p>Four aggregated dimensions emerged based
on the research questions (Figure 2.). The first
aggregated dimension is the perception of
gamification, whereas the remaining
dimensions are related to the adoption factors:
Relative advantage, Compatibility with needs
and Results demonstrability. The five other
constructs presented by Moore and Benbasat
[19] were not discussed extensively by the
teachers and are not included. Each aggregated
dimension with belonging themes and codes is
presented separately below. For the sake of
readability as well as some faulty grammar, the
excerpts have been modified with the aim to
make the respondent's statements easier to
comprehend with precaution to maintain the
meaning and content of each excerpt.</p>
      <p>The teachers mentioned several Perceptions
of gamification. The first theme was that the
teachers comprehended the Clear link between
gamification and education. In the first
interview, Respondent 2 conveyed that the
psychology behind gamification already exists
in upper secondary school and Respondent 1
said that she understood the connection
between education and gamification but that the
connection was not always clear for the
students. Respondent 3 mentioned that the
concept of games could be applied to a school
context. When asked about gamifications
purpose in school, Respondent The part
with progressing, that it becomes clearer for
them in a way. I believe that if they see the
avatar do things and grow all the time, they
want the avatar to grow all the time instead of
themselves. And they do not always understand
that the avatar is the symbol for themselves, so
it drives them to progress</p>
      <p>The second theme that emerged in the first
interview session was the perception of
gamification as having an Initial positive effect
on the students. Respondent 2 and 3 mentioned
that all the students did not interact with the
gamification API but that it seemed to have
positive effect for those who did. Respondent 3
expressed that positive comments had been
given by the students and Respondent 2 said
that the students started discussing gamification
They do not have
anything against it (gamification) so to say. You
realize that they compare with each other which
is kind of what you want to get out of it. You
want to hear that they start to buzz about it,
hear them compare their progress with each
other. As soon as that starts, it feels like the
process began and will continue. I try to
encourage those (the students) who do not do it
to start, the ones who do not speak about it.</p>
      <p>In the second interview the third theme
emerged as the respondents mentioned the Lack
of progress for the students. Respondent 2
mentioned that it is important to include a path
to the overall goal of the game and that the
gamification should show a clearer indication
of progress for the students. Similarly,
Respondent 3 commented on the students not
noticing gamification progress; expressed as
the students not caring about if the avatar
progressed and that it had not been visually
clear for the students. Furthermore,
Respondent 1 said that there had been a lack of
clear connection between progress and effort
for the students. This related to the visual
separation between the exercises and the
gamification API, expressed by Respondent 1
in the The technology has
worked, the only thing I have thought about, I
do not know if I mentioned it last time, but that
the widget lives its own life. You could have had
the exercises at the same place and then it
would be easier for the students to see, to click
here and do the exercises and see the results.</p>
    </sec>
    <sec id="sec-2">
      <title>Now they (the students) got to do the exercises</title>
      <p>and then click on the figure on their own to see
if anything happened. It was like a jump in
between, so there was no....how can I say this,
here and now experience that I am moving
forward.</p>
      <p>Aspect related to the Relative advantage of
the gamified blended learning implementation
compared to the previous analogue education
was discussed in the first and the second teacher
interview, producing two themes. In the first
interview the teachers experienced that the
students were provided with Alternative ways
for students to learn. Respondent 1 mentioned
that the students had been offered more learning
opportunities with the implementation.
Respondent 3 brought forth that the more
material that was available for the students, the
better it was and that the computer could be
used as an alternative tool for the students to use
during the lessons when the book became
boring. Furthermore, Respondent 3 mentioned
that students who did not usually work on the
computer at least did something on the
computer and that it was a higher probability for
the students to use the computer than the book
at home. Respondent 2 highlighted that the
LMS had provided more material for the
students with the potential to learn and that the
effect of the implementation was not seen as
negative since it was used as a complement to
We have
added more material and created better
conditions for the students to study at home,
with a system that is more fun. Therefore, I have
a hard time imagining that it would be negative
for anyone, even if someone chooses not to do
it, they do not miss anything</p>
      <p>In the second teacher interview
Accessibility and variation was also discussed
as a positive consequence of the
implementation. Respondent 1 mentioned that
the student had gotten the opportunity to study
and repeat the course material at home to a
greater extent and that the content had become
more accessible for the students. Respondent 2
mentioned that the students had realized that
digital tools can aid them in their studies.
Finally, Respondent 3 discussed that the
implementation had resulted in studying
becoming more accessible as the students could
study from anywhere, and that the students had
gotten access to more material and
opportunities to learn with the digital add-ons</p>
    </sec>
    <sec id="sec-3">
      <title>It is good for those (the students)</title>
      <p>who do not get the chance during the lesson.</p>
    </sec>
    <sec id="sec-4">
      <title>Then you have everything there (on Google</title>
    </sec>
    <sec id="sec-5">
      <title>Classroom). Then the students have access to more learning material than just a book</title>
      <p>In the first interview session, the first theme
identified and related to Compatibility with
needs was Need for technological support.
Respondent 3 mentioned that the technical
support was low during the lessons and that not
fully understanding how the technology works
had led to higher work stress. Respondent 2
mentioned that there had been some initial
technical difficulties and that if there would
have been more technical issues the entire
implementation risked failing. Respondent 1
expressed that some classes are more difficult
to work with than others and that it can be more
challenging to implement technological
addons in disorderly classes: I think it is easier for
some groups, depending on the group.</p>
    </sec>
    <sec id="sec-6">
      <title>Sometimes we have a disorderly group which</title>
      <p>does not start accordingly, or something
happens that makes you lose the thread.</p>
    </sec>
    <sec id="sec-7">
      <title>Instead, if you have an easier group it becomes much easier to continue</title>
      <p>The second theme that emerged in the first
interview session was the Need for preparation.
Respondent 3 expressed a need for higher
preparation and understanding for the
technology. Similarly, We
had very short time to plan this, it was almost
panicky with what we were supposed to do. We
would need more time to plan the achievements
and the grading part. More time overall to plan
everything</p>
      <p>The third theme concerned the Need for
collaboration. Respondent 2 mentioned that the
teachers worked more coherently and
collaborative and Respondent 1 mentioned that
the teachers participating in the project had
become more integrated in their day-to-day
work. The respondents also mentioned the need
for higher technological competence in the
team. Respondent 2 mentioned that more
teachers with digital competence would have
made the implementation easier, and that a
stronger support with the increased workload
and with the planning was needed.
Furthermore, Respondent 2 also mentioned the
need for a more intuitive gamification system,
more technical support and more guidance on
how to design courses based on the existing
research in gamification for learning. Similar to
Respondent 2, Respondent 3 said that it is
valuable to have a driven person in the team,
We are three people
who divided the workload. You probably need
to divide it otherwise it is a lot to do in the
beginning. Respondent 1 did the majority of
what could be done, he is the one who built the
most (of the course). If you have a driven
person, or a driven team, it becomes easier, if
you have a technology savvy person who wants
to put in more of an effort</p>
      <p>The final theme related to the Compatibility
with needs emerged in the second interview and
was related to Clarification needs. Respondent
1 mentioned several times that the value of
gamification should have been expressed to the
students along with information on how
gamification functioned. Similarly, Respondent
2 mentioned that the teachers should have
gotten a walkthrough of the different
gamification parts with clear examples in in the
beginning of the implementation. Respondent 3
mentioned the need to be presented with a clear
example of gamification before the
implementation: I did not understand anything
since I got into it (gamification) a little late, so
it would be (an improvement) if I knew more
what it was about. It is also difficult before you
have done it and seen a clear example of how it
looks, because then you could have mentioned
it differently for the students in the beginning. It
became confusing for them as well when I tried
to explain something that I did not really
understand
gamification was expected to be more of a
mathematics game and that gamification was</p>
    </sec>
    <sec id="sec-8">
      <title>I did not know, I had</title>
      <p>no idea, so I thought it would be more of this
old, math king or pyramid game or something
similar. There was something called the
mystical pyramid or something a long time ago.</p>
    </sec>
    <sec id="sec-9">
      <title>That it would be more of a computer game in</title>
      <p>that case, that you pretended to walk into the
room and got to solve exercises or something.</p>
    </sec>
    <sec id="sec-10">
      <title>So maybe I thought it would be like that. More of a game</title>
      <p>Aspects related to Results demonstrability
was mentioned in the second interview session.
Two themes emerged; the Doubt about
effectiveness of gamification and the Difficulty
to measure the outcomes. In the first theme,
Respondent 2 and Respondent 3 expressed that
they were skeptical toward if the gamification
implementation had been successful.
Respondent 2 conveyed that the digital aspects
had been positive but that the students had not
reacted to gamification as much as expected. In
answering if any effects had been noticed due
to gamification, Respondent 3 responded: Not
as much as I had thought. Or not as much as it
could have been. I mean, it could have been
it adds more than it takes at least. It only adds
so to say. But I did not notice what I expected,
that someone wanted to build a stronger avatar.</p>
    </sec>
    <sec id="sec-11">
      <title>It probably has been too unclear, that the students did not realize it enough.</title>
      <p>Finally, in the second theme Respondent 3
and 2 mentioned aspects related to the fact that
the results were difficult to measure.
Respondent 3 mentioned that it was
problematic to define the valid cause behind
improvements. Respondent 2 said that it was
difficult to comprehend if improvements had
occurred due to the intervention since student
groups differ every year making comparisons
unreasonable We have two classes and one of
them, despite being in the same program, sit
quiet for maybe fifty minutes and count,
whereas the other cannot sit quiet for five
minutes. If I had only had the second class, I
would have thought it (gamification) was
amazing, but now it is hard to say. But I know
that a lot (students) asked why they did not get
points for this etc., and updated the page to get
points, so I am not sure, but I believe that it is
positive. But it is hard to say</p>
      <p>
        Previous studies have shown low ICT skills
[
        <xref ref-type="bibr" rid="ref17">11</xref>
        ] and lack of professional development and
motivation toward using IT among Swedish
teachers [12]. However, in the present study all
the teachers involved in the implementation
perceived a gamified blended learning
implementation as initially positive, whereas
two teachers later expressed doubt of the
effects. Teachers positive experiences of
gamification have been mentioned previous
studies related to students motivation,
communication, social skills [30, 31, 32],
selfregulation [31, 32], collaboration [30, 33] and
competition [33, 34]. In the present study the
teachers expressed that they understood the
connection between gamification and education
and perceived initial positive effects. The
effectiveness of gamification was seen as being
related to visualizing student progress, which
indicates that gamification could be
communicated and implemented as an
indication of progress for students to increase
teacher adoption. Correspondingly, other
studies have suggested visualizing progress as
a way to enhance competence driven
motivation through gamification [35, 36, 37].
Future studies should therefore explore how
communicating and implementing competence
driven gamification related to the indication of
student progress could influence teacher
perception.
      </p>
      <p>Compared to teachers reflections on GBL
and previous concerns in the literature related
to games being distracting [14, 38], the teachers
in the present study did not mention similar
concerns. Compared to GBL, which relates
more to full-fledged games, gamification
concerns parts of, instead of entire, games [9]
and might, therefore be more comfortable to be
adopted by teachers as a learning tool. Similar
findings were shown regarding teachers'
perceptions of gamification in a survey study by
Alabbasi [35] who identified that few teachers
viewed gamification as negative compared to
those who viewed gamification as positive. The
findings presented here, in relation to previous
research, indicates that gamification might be
easier to adopt by teachers compared to GBL.
To support these claims, comparative studies
between teachers' perception of gamification
and GBL in education should be conducted.
Several themes related to three of the adoption
factors presented by Moore and Benbasat [19]
emerged from the interviews (Table1.). These
factors should be considered when
implementing gamification in the classroom.
The Relative advantage of a blended learning
environment compared to the previous
analogue education was expressed by the
teachers as providing alternative ways for
students to learn, higher accessibility and
variation, and a more inclusive learning
environment. The importance of Relative
advantage has previously been suggested as a
critical factor in online education [36], in which
time saved and individualized feedback to
students has been discussed as a relative
advantage with blended learning [37]. From the
teachers comments these aspects are however
more related to the digitalization then to
gamification in itself. Communicating relative
advantage aspects could be included to
overcome adoption barriers for teachers when
implementing ICT. Further studies should take
the above aspects into consideration to broaden
the understanding of the relative advantage
connected to working with ICT for teachers.</p>
      <p>Compatibility with needs was discussed in
the teacher interviews, with four main needs
being highlighted: technological support,
preparation, collaboration and clarification.
Technological support was expressed as being
able to get support during lessons and the need
for things to work in disorderly classes, as well
as support in understanding the technology
initially. Berg-Marklund [17] reached similar
position in
GBL, arguing that technological barriers
infrastructure jeopardizing GBL
implementations and usage. Preparation was
also highlighted, referring to the teachers need
to have more time initially in the project.</p>
      <p>Collaboration was seen as an essential
component for the success of the
implementation. Here the value for teachers to
work in teams and assist each other, as well as
having a technological competent person in the
team is highlighted. This could provide
assistance as well as accountability for the
teachers to do their parts. Understanding the
implementation ahead of time was also an
important consideration for the teachers who
wanted to have clearer presentations of
gamification in the initial implementations.
Here, teachers should be shown clear examples
of the technology to be implemented as to not
create confusion and work stress. This aligns
with previous studies that show that
unfamiliarity with digital games as a
disadvantage in GBL [15] and teachers can
experience a loss of control and need for
guidance when working with gamification [18].
Finally, Results demonstrability should be
considered when implementing ICT in the
classroom. Doubt about the effectiveness of
gamification and the lack of measurable results
was expressed by the teachers. Since digital
technology enables a more data driven and
visible approach [38], it is recommended that
teachers are provided with tools that indicate
the effects of the technology implemented.
Here, more studies should be conducted on how
such tools should be used to create a fair and
motivating learning environment for students
and teachers.</p>
      <p>A main limitation with the study is the small
sample size of the teachers being interviewed
(n=3) making the results less generalizable.
Moreover, the implementing gamification with
an API could possibly cause delays and inhibit
instant feedback to the student which could
have affected the results. Another limitation is
not being able to separate the adoption of
gamification and adoption of the digital
environment since they were adopted
simultaneously. Further research should
explore the validity and generalizability of the
themes identified related to each factor and
adoption of gamification. Survey studies
investigating the relationship between relative
advantage and alternative ways to learn, need
support with technology support, preparation,
collaboration and clarification, and results
demonstrability with doubt about effectiveness
and measurability. Furthermore, more studies
are needed comparing the adoption of gamified
digital environments compared to the adoption
of non-gamified digital environments.</p>
      <p>This exploratory case study presents several
recommendations for implementing
gamification in upper secondary education.
Adoption factors should be considered,
especially related to the Relative advantage of
the implementation, Compatibility with needs
and Results demonstrability. It is recommended
that a gamification design highlights student
progress and feedback, that communication
with teachers highlights the relative advantage
of the implementation, that the teachers needs,
such as technology support, preparation,
collaboration and clarification, are considered,
and finally that the gamification progress for
the students can be visualized and explained to
the teachers.</p>
      <p>The study was supported by the Swedish
innovation agency, Vinnova grant number
2018-02953.
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