This paper examines the deployment and effects of gamification strategies within the Sensors, Energy, and Automation Laboratory (SEAL) at the University of Washington, introducing a gamified project management system aimed at boosting engagement and productivity among a diverse cohort of about 80 participants. Incorporating gamification elements such as points, badges, and rankings, SEAL Clan Life seeks to revitalize the research and educational landscape, creating an interactive and dynamic learning environment. This initiative underscores the pedagogical value of gamification in engineering education, highlighting its role in enhancing active participation, inclusivity, and learning outcomes. By leveraging the motivational power of game-like mechanics, the paper illustrates the potential of such strategies to cultivate a competitive yet cooperative environment conducive to both academic and professional advancement, particularly among Gen-Z influenced by iconic games during their formative years.
Reference
M. Aune and J. Røed, “Forced ranking: friend or foe?: on forced ranking and its effect on intrinsic motivation, justice perceptions and performance,” Master’s thesis, 2012.
A. Manzano-León, P. Camacho-Lazarraga, M. A. Guerrero, L. Guerrero-Puerta, J. M. Aguilar-Parra, R. Trigueros, and A. Alias, “Between level up and game over: A systematic literature review of gamification in education,” Sustainability, vol. 13, no. 4, p. 2247, 2021.
M. Kalogiannakis, S. Papadakis, and A.-I. Zourmpakis, “Gamification in science education. a systematic review of the literature,” Education sciences, vol. 11, no. 1, p. 22, 2021.
T. Janovac and J. Tadic, “Millennials’ attitude towards gamification in working conditions,” ´ MEFkon 2020 INNOVATION AS AN INITIATOR OF THE DEVELOPMENT “INNOVATIONS IN THE FUNCTION OF DEVELOPMENT”, p. 114.
D. W. Sukmaningsih, W. Wandoko, and I. E. Panggati, “Gamification effect between generation x and millennials: Study on e-commerce site,” in 2020 International Conference on Information Management and Technology (ICIMTech). IEEE, 2020, pp. 812–817.
A. Christopoulos and S. Mystakidis, “Gamification in education,” Encyclopedia, vol. 3, no. 4, pp. 1223–1243, 2023.
M. M. Ahmadi, “Managing the new gamified world: How gamification changes businesses.” International Journal of Management, Accounting & Economics, vol. 7, no. 7, 2020.
L. Serice, “Prisms of neuroscience: frameworks for thinking about educational gamification,” AI, Computer Science and Robotics Technology, no. 13, 2023.
J. Park, “Using gamification to persuade more women and minorities into stem,” in Proceedings of the International Astronautical Congress, IAC, 2019.
A. Sanmorino, D. P. Rini et al., “A robust framework using gamification to increase scientific publication productivity,” in 2020 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS). IEEE, 2020, pp. 29–33.
F. Gino and B. R. Staats, “Driven by social comparisons: How feedback about coworkers’ effort influences individual productivity,” Harvard Business School NOM Unit Working Paper, no. 11-078, 2011.
T. J. Holmes and J. A. Schmitz Jr, “Competition and productivity: a review of evidence,” Annu. Rev. Econ., vol. 2, no. 1, pp. 619–642, 2010.
R. Malhotra, M. Massoudi, and R. Jindal, “Shifting from traditional engineering education towards competencybased approach: The most recommended approach-review,” Education and Information Technologies, vol. 28, no. 7, pp. 9081–9111, 2023.
D. A. Cook and A. R. Artino Jr, “Motivation to learn: an overview of contemporary theories,” Medical education, vol. 50, no. 10, pp. 997–1014, 2016.
A. Zielinski, H. Nakajima, C. DeShazo-Couchot, G. Beasley, R. Shinde , J. Jiang, S. Makhsous and A. Mamishev “Gamification of Research Experience in a Large Academic Laboratory,” International Journal of Applied and Physical Sciences, vol. 10, pp. 31-37, 2024. Doi: https://dx.doi.org/10.20469/ijaps.10.50004