Proceedings of the International Conference on Lifelong Education and Leadership for All (ICLEL 2023)

Creativity as a gamification booster

Authors
Inês Araújo1, *
1University of Coimbra, Faculty of Psychology and Sciences of Education, LabTE, Coimbra, Portugal
*Corresponding author. Email: inessaraujo@fpce.uc.pt
Corresponding Author
Inês Araújo
Available Online 29 February 2024.
DOI
10.2991/978-94-6463-380-1_17How to use a DOI?
Keywords
Gamification; creativity; education; motivation
Abstract

In an educational context, gamification can promote students’ motivation and engagement in learning activities. For teachers, the challenge of applying gamification can be complex. If on the one hand it is necessary to understand how to do it, on the other it is necessary to be creative. Creativity implies the act of creation, of producing something that may be the solution to a problem. Creativity helps to improve gamification particularly in the design process, but also during its application. During the planning of a gamified activity, teacher’s creativity in the creation of the story, the diversity of challenges, the creation of surprise moments, can provide their students with a more engaging experience. But the gamified activity itself can also promote students’ creativity, providing them with moments in which they can create solutions to the problems presented to them. Through a case study a teacher has been surveyed in the development of gamified activities. It was found that the creativity shown in the planning of the activities allowed students to have a high level of interest, but also expectation for the following tasks. Creativity was applied in the narrative that accompanied the challenges, but also in the diversity of the tasks proposed. Students were also asked to show their creativity in tasks where they had to achieve an unexpected goal, for which they had to find creative solutions. The whole experience increased the students’ participation in tasks they did not carry out before. They even surprised the teacher with their solutions. Creativity worked as a booster in the gamified activities, i.e. the development of the story and the diversity of activities provided students with moments of enthusiasm. It is therefore considered that creativity can have a dual use in an educational context gamification, but also can provide students with a feeling of unexpected reward (booster) that increases their involvement.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the International Conference on Lifelong Education and Leadership for All (ICLEL 2023)
Series
Atlantis Highlights in Social Sciences, Education and Humanities
Publication Date
29 February 2024
ISBN
10.2991/978-94-6463-380-1_17
ISSN
2667-128X
DOI
10.2991/978-94-6463-380-1_17How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Inês Araújo
PY  - 2024
DA  - 2024/02/29
TI  - Creativity as a gamification booster
BT  - Proceedings of the International Conference on Lifelong Education and Leadership for All (ICLEL 2023)
PB  - Atlantis Press
SP  - 175
EP  - 182
SN  - 2667-128X
UR  - https://doi.org/10.2991/978-94-6463-380-1_17
DO  - 10.2991/978-94-6463-380-1_17
ID  - Araújo2024
ER  -