Integrating Gamification in Design Research: A Pedagogical Approach for Design Education in India
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| 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 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1476803 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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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 |
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