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“I am lvl 8048, Madafaka” – Teacher and Students’ Technological Frames of Educational Gamification
Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation. ExcITed, Centre for Excellence in IT Education, Norway.
Nord University, Faculty of Education and Arts, Høgskolevegen 27, Levanger, 7600, Norway.
2025 (English)In: CEUR Workshop Proceedings, vol. 4012, Proceedings of the 9th International GamiFIN Conference / [ed] Prajwal D'Souza; Hairui Tang; Nannan Xi; Juho Hamari, CEUR-WS , 2025, p. 30-43Conference paper, Published paper (Refereed)
Abstract [en]

This case study investigates the implementation of gamification within a Scandinavian lower secondary education context, examining how teachers and students interpret and engage with a gamified learning management system designed to enhance student engagement and metacognitive skills. Utilising the Technological Frames analytical lens, the study examines the cognitive structures that influence stakeholder interactions with the gamified features. Data were collected through semi-structured interviews with 11 teachers and open-ended survey responses from 73 students, revealing key interpretive discrepancies between the two stakeholder groups. Teachers primarily viewed the gamified tool as motivating student learning. However, students’ responses varied widely, with some perceiving gamification as engaging, while others viewed it as irrelevant or counterproductive. The study identifies critical frames, including teachers’ "Operational Confusion" and students’ "Plaything" and "Killjoy" perspectives, which highlight a misalignment between cognitive frames. Findings suggest that successful implementation of gamification in education requires alignment of cognitive frames across stakeholders, supported by clear objectives, co-design, and culturally responsive design. The study concludes by offering recommendations for enhancing stakeholder engagement and optimising gamified learning systems. 

Place, publisher, year, edition, pages
CEUR-WS , 2025. p. 30-43
Series
Ceur Workshop Proceedings, ISSN 1613-0073 ; 4012
Keywords [en]
Educational Technology, Gamification, Learning Management System, Secondary Education, Stakeholder Perspectives, Student Perceptions, Teacher Perceptions, Technological Frames, Alignment, Cognitive Systems, Economic And Social Effects, Education Computing, Engineering Education, Learning Systems, Students, Systems Analysis, Teaching, Case-studies, Cognitive Frames, Stakeholder Perspective, Teachers', Teachers' Perceptions, Technological Frame
National Category
Pedagogy
Identifiers
URN: urn:nbn:se:mdh:diva-73317ISI: 001788510600003Scopus ID: 2-s2.0-105015151675ISBN: 9789666544899 (print)OAI: oai:DiVA.org:mdh-73317DiVA, id: diva2:1998574
Conference
9th International GamiFIN Conference, Yllas, Finland, April 1-4, 2025.
Available from: 2025-09-17 Created: 2025-09-17 Last updated: 2026-07-08Bibliographically approved

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Scopushttps://ceur-ws.org/Vol-4012/paper3.pdf

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Palmquist, Adam

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