Survey Gamification: Engaging Generation Z
[EN] This paper is about the development of a gamified application tailored to Generation Z (population born between 1997 and 2012) as an alternative to the text-based LimeSurvey (formerly PHPSurveyor). The study was conducted among students from the Department of Computer Science at University Coll...
| Autores: | , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2024 |
| País: | España |
| Institución: | Universitat Politècnica de València (UPV) |
| Repositorio: | RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia |
| Idioma: | inglés |
| OAI Identifier: | oai:riunet.upv.es:10251/213351 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/213351 |
| Access Level: | acceso abierto |
| Palabra clave: | Survey gamification Education Interactive design Motivation FILOLOGIA INGLESA 04.- Garantizar una educación de calidad inclusiva y equitativa, y promover las oportunidades de aprendizaje permanente para todos 09.- Desarrollar infraestructuras resilientes, promover la industrialización inclusiva y sostenible, y fomentar la innovación |
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Survey Gamification: Engaging Generation ZAntal-Berbecaru, AndraDev, SoumyabrataLarchen-Costuchen, Alexia|||0000-0001-8260-4059Survey gamificationEducationInteractive designMotivationFILOLOGIA INGLESA04.- Garantizar una educación de calidad inclusiva y equitativa, y promover las oportunidades de aprendizaje permanente para todos09.- Desarrollar infraestructuras resilientes, promover la industrialización inclusiva y sostenible, y fomentar la innovación[EN] This paper is about the development of a gamified application tailored to Generation Z (population born between 1997 and 2012) as an alternative to the text-based LimeSurvey (formerly PHPSurveyor). The study was conducted among students from the Department of Computer Science at University College Dublin. Data were analyzed from the perspectives of college learning, personal interest, and post-COVID hindsight. Engagement with the experimental application was examined in terms of participation rates, total time spent on the survey, and experiences shared by participants. Descriptive statistics were generated using the numerical data, while the textual results were explored semantically. The implementation of the gamified survey consisted of the development of mobile-first and web-based software with 80 integrated questions divided into 5 mini games. Each of the game series used a touch screen for interactivity as a way of providing multiple types of entertainment within the gamified software.RoutledgeDepartamento de Lingüística AplicadaEscuela Politécnica Superior de GandiaRepositorio Institucional de la Universitat Politècnica de València Riunet20242024-01-01journal articlehttp://purl.org/coar/resource_type/c_6501VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfapplication/pdfhttps://riunet.upv.es/handle/10251/213351reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valénciainstname:Universitat Politècnica de València (UPV)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) http://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:riunet.upv.es:10251/2133512026-06-13T07:49:27Z |
| dc.title.none.fl_str_mv |
Survey Gamification: Engaging Generation Z |
| title |
Survey Gamification: Engaging Generation Z |
| spellingShingle |
Survey Gamification: Engaging Generation Z Antal-Berbecaru, Andra Survey gamification Education Interactive design Motivation FILOLOGIA INGLESA 04.- Garantizar una educación de calidad inclusiva y equitativa, y promover las oportunidades de aprendizaje permanente para todos 09.- Desarrollar infraestructuras resilientes, promover la industrialización inclusiva y sostenible, y fomentar la innovación |
| title_short |
Survey Gamification: Engaging Generation Z |
| title_full |
Survey Gamification: Engaging Generation Z |
| title_fullStr |
Survey Gamification: Engaging Generation Z |
| title_full_unstemmed |
Survey Gamification: Engaging Generation Z |
| title_sort |
Survey Gamification: Engaging Generation Z |
| dc.creator.none.fl_str_mv |
Antal-Berbecaru, Andra Dev, Soumyabrata Larchen-Costuchen, Alexia|||0000-0001-8260-4059 |
| author |
Antal-Berbecaru, Andra |
| author_facet |
Antal-Berbecaru, Andra Dev, Soumyabrata Larchen-Costuchen, Alexia|||0000-0001-8260-4059 |
| author_role |
author |
| author2 |
Dev, Soumyabrata Larchen-Costuchen, Alexia|||0000-0001-8260-4059 |
| author2_role |
author author |
| dc.contributor.none.fl_str_mv |
Departamento de Lingüística Aplicada Escuela Politécnica Superior de Gandia Repositorio Institucional de la Universitat Politècnica de València Riunet |
| dc.subject.none.fl_str_mv |
Survey gamification Education Interactive design Motivation FILOLOGIA INGLESA 04.- Garantizar una educación de calidad inclusiva y equitativa, y promover las oportunidades de aprendizaje permanente para todos 09.- Desarrollar infraestructuras resilientes, promover la industrialización inclusiva y sostenible, y fomentar la innovación |
| topic |
Survey gamification Education Interactive design Motivation FILOLOGIA INGLESA 04.- Garantizar una educación de calidad inclusiva y equitativa, y promover las oportunidades de aprendizaje permanente para todos 09.- Desarrollar infraestructuras resilientes, promover la industrialización inclusiva y sostenible, y fomentar la innovación |
| description |
[EN] This paper is about the development of a gamified application tailored to Generation Z (population born between 1997 and 2012) as an alternative to the text-based LimeSurvey (formerly PHPSurveyor). The study was conducted among students from the Department of Computer Science at University College Dublin. Data were analyzed from the perspectives of college learning, personal interest, and post-COVID hindsight. Engagement with the experimental application was examined in terms of participation rates, total time spent on the survey, and experiences shared by participants. Descriptive statistics were generated using the numerical data, while the textual results were explored semantically. The implementation of the gamified survey consisted of the development of mobile-first and web-based software with 80 integrated questions divided into 5 mini games. Each of the game series used a touch screen for interactivity as a way of providing multiple types of entertainment within the gamified software. |
| publishDate |
2024 |
| dc.date.none.fl_str_mv |
2024 2024-01-01 |
| dc.type.none.fl_str_mv |
journal article http://purl.org/coar/resource_type/c_6501 VoR http://purl.org/coar/version/c_970fb48d4fbd8a85 |
| dc.type.openaire.fl_str_mv |
info:eu-repo/semantics/article |
| format |
article |
| dc.identifier.none.fl_str_mv |
https://riunet.upv.es/handle/10251/213351 |
| url |
https://riunet.upv.es/handle/10251/213351 |
| dc.language.none.fl_str_mv |
Inglés eng |
| language_invalid_str_mv |
Inglés |
| language |
eng |
| dc.rights.none.fl_str_mv |
open access http://purl.org/coar/access_right/c_abf2 Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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openAccess |
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application/pdf application/pdf |
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Routledge |
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Routledge |
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reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia instname:Universitat Politècnica de València (UPV) |
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Universitat Politècnica de València (UPV) |
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RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia |
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RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia |
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15,811543 |