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International Journal of Serious Games
This is due to a lack of empirical evidence and the absence of flexible, customizable software tools.
Higher education faces a persistent challenge in implementing effective gamification due to a lack of empirical evidence and the absence of flexible, customizable software tools. To bridge this gap, OneUp serves as a configurable, event-based platform designed to facilitate experimental research and pedagogical innovation. By grounding its architecture in Self-Determination Theory, the system aims to foster intrinsic motivation by addressing the fundamental psychological needs of autonomy, competence, and relatedness. This approach moves beyond superficial mechanics like simple points and badges, instead prioritizing gameful design that emphasizes skill-based learning, deliberate practice, and iterative feedback loops.
The platform provides educators with a course-independent framework to structure learning as a series of manageable, game-like challenges. Through features such as virtual currency, leaderboards, and dynamic problem sets, instructors can tailor the learning environment to specific student needs while utilizing visual analytics to track progress. This flexibility allows for the rigorous empirical study of how distinct game elements influence student engagement and mastery, providing a robust foundation for evidence-based teaching practices.
Usability assessments conducted via the Software Usability Measurement Inventory confirm the platform’s effectiveness, with participants reporting high levels of satisfaction and ease of use. These positive findings have informed subsequent interface refinements and the integration of comprehensive support systems to enhance the user experience. Future research will continue to leverage this infrastructure to validate theoretical frameworks, specifically exploring how the integration of competence and relatedness can further optimize gamification design to improve long-term learning outcomes.
European Conference on Games Based Learning (ECGBL) · 2023