Integrating Gamification in Design Research: A Pedagogical Approach for Design Education in India

Saved in:
Bibliographic Details
Title: Integrating Gamification in Design Research: A Pedagogical Approach for Design Education in India
Language: English
Authors: Ishi Srivastava, Heena Sachdeva, Shirali Tyabji
Source: Discover Education. 2025 4.
Availability: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
Peer Reviewed: Y
Page Count: 19
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Gamification, Design, Research, Courses, College Freshmen, Foreign Countries, Teaching Methods, Instructional Innovation, Student Centered Learning, Integrated Curriculum, Course Evaluation, Student Improvement, Learner Engagement, Cooperative Learning, Creativity
Geographic Terms: India
DOI: 10.1007/s44217-025-00685-2
ISSN: 2731-5525
Abstract: Gamification is gaining prominence in design education, offering innovative methods to enhance student engagement and develop critical competencies such as collaboration, creativity, and problem-solving. This study investigates the integration of gamification into a first-year Design Research course at ATLAS SkillTech University, Mumbai, India, over two academic years--Fall 2023 and Fall 2024. The objective was to address the challenges of traditional pedagogies, which often struggle to engage students in research-focused courses, by creating an immersive, student-centric learning experience. A mixed-method approach was employed, combining surveys and personal interviews with 259 respondents, including students and faculty. Specific gamification elements were incorporated into the curriculum to teach the research process, prioritizing active participation and engagement. The revamped course was evaluated to understand the impact of these elements on learning outcomes. Results indicated significant improvements in student engagement, peer collaboration, and creativity, highlighting the potential of gamification to transform research-based learning in design education. Specifically 46% of students found gamified elements such as integration of snakes and ladder engaging. While 30% of the students found the game very engaging indicating that 76% responded positively to the approach. These findings underscore the significance of integrating gamified strategies to meet the diverse needs of modern learners and enhance educational innovation. The study advocates for gamification as a tool to prepare future designers for a rapidly evolving industry while enriching the discourse on adaptive pedagogical practices.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1476803
Database: ERIC
FullText Text:
  Availability: 0
Header DbId: eric
DbLabel: ERIC
An: EJ1476803
AccessLevel: 3
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: Integrating Gamification in Design Research: A Pedagogical Approach for Design Education in India
– Name: Language
  Label: Language
  Group: Lang
  Data: English
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Ishi+Srivastava%22">Ishi Srivastava</searchLink><br /><searchLink fieldCode="AR" term="%22Heena+Sachdeva%22">Heena Sachdeva</searchLink><br /><searchLink fieldCode="AR" term="%22Shirali+Tyabji%22">Shirali Tyabji</searchLink>
– Name: TitleSource
  Label: Source
  Group: Src
  Data: <searchLink fieldCode="SO" term="%22Discover+Education%22"><i>Discover Education</i></searchLink>. 2025 4.
– Name: Avail
  Label: Availability
  Group: Avail
  Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
– Name: PeerReviewed
  Label: Peer Reviewed
  Group: SrcInfo
  Data: Y
– Name: Pages
  Label: Page Count
  Group: Src
  Data: 19
– Name: DatePubCY
  Label: Publication Date
  Group: Date
  Data: 2025
– Name: TypeDocument
  Label: Document Type
  Group: TypDoc
  Data: Journal Articles<br />Reports - Research
– Name: Audience
  Label: Education Level
  Group: Audnce
  Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink>
– Name: Subject
  Label: Descriptors
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Design%22">Design</searchLink><br /><searchLink fieldCode="DE" term="%22Research%22">Research</searchLink><br /><searchLink fieldCode="DE" term="%22Courses%22">Courses</searchLink><br /><searchLink fieldCode="DE" term="%22College+Freshmen%22">College Freshmen</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Instructional+Innovation%22">Instructional Innovation</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Centered+Learning%22">Student Centered Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Integrated+Curriculum%22">Integrated Curriculum</searchLink><br /><searchLink fieldCode="DE" term="%22Course+Evaluation%22">Course Evaluation</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Improvement%22">Student Improvement</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Cooperative+Learning%22">Cooperative Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Creativity%22">Creativity</searchLink>
– Name: Subject
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22India%22">India</searchLink>
– Name: DOI
  Label: DOI
  Group: ID
  Data: 10.1007/s44217-025-00685-2
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 2731-5525
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: Gamification is gaining prominence in design education, offering innovative methods to enhance student engagement and develop critical competencies such as collaboration, creativity, and problem-solving. This study investigates the integration of gamification into a first-year Design Research course at ATLAS SkillTech University, Mumbai, India, over two academic years--Fall 2023 and Fall 2024. The objective was to address the challenges of traditional pedagogies, which often struggle to engage students in research-focused courses, by creating an immersive, student-centric learning experience. A mixed-method approach was employed, combining surveys and personal interviews with 259 respondents, including students and faculty. Specific gamification elements were incorporated into the curriculum to teach the research process, prioritizing active participation and engagement. The revamped course was evaluated to understand the impact of these elements on learning outcomes. Results indicated significant improvements in student engagement, peer collaboration, and creativity, highlighting the potential of gamification to transform research-based learning in design education. Specifically 46% of students found gamified elements such as integration of snakes and ladder engaging. While 30% of the students found the game very engaging indicating that 76% responded positively to the approach. These findings underscore the significance of integrating gamified strategies to meet the diverse needs of modern learners and enhance educational innovation. The study advocates for gamification as a tool to prepare future designers for a rapidly evolving industry while enriching the discourse on adaptive pedagogical practices.
– Name: AbstractInfo
  Label: Abstractor
  Group: Ab
  Data: As Provided
– Name: DateEntry
  Label: Entry Date
  Group: Date
  Data: 2025
– Name: AN
  Label: Accession Number
  Group: ID
  Data: EJ1476803
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1476803
RecordInfo BibRecord:
  BibEntity:
    Identifiers:
      – Type: doi
        Value: 10.1007/s44217-025-00685-2
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 19
    Subjects:
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Design
        Type: general
      – SubjectFull: Research
        Type: general
      – SubjectFull: Courses
        Type: general
      – SubjectFull: College Freshmen
        Type: general
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Teaching Methods
        Type: general
      – SubjectFull: Instructional Innovation
        Type: general
      – SubjectFull: Student Centered Learning
        Type: general
      – SubjectFull: Integrated Curriculum
        Type: general
      – SubjectFull: Course Evaluation
        Type: general
      – SubjectFull: Student Improvement
        Type: general
      – SubjectFull: Learner Engagement
        Type: general
      – SubjectFull: Cooperative Learning
        Type: general
      – SubjectFull: Creativity
        Type: general
      – SubjectFull: India
        Type: general
    Titles:
      – TitleFull: Integrating Gamification in Design Research: A Pedagogical Approach for Design Education in India
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Ishi Srivastava
      – PersonEntity:
          Name:
            NameFull: Heena Sachdeva
      – PersonEntity:
          Name:
            NameFull: Shirali Tyabji
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 12
              Type: published
              Y: 2025
          Identifiers:
            – Type: issn-electronic
              Value: 2731-5525
          Numbering:
            – Type: volume
              Value: 4
          Titles:
            – TitleFull: Discover Education
              Type: main
ResultId 1