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...

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Autores: Antal-Berbecaru, Andra, Dev, Soumyabrata, Larchen-Costuchen, Alexia|||0000-0001-8260-4059
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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spelling 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/
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_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/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv Routledge
publisher.none.fl_str_mv Routledge
dc.source.none.fl_str_mv reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
instname:Universitat Politècnica de València (UPV)
instname_str Universitat Politècnica de València (UPV)
reponame_str RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
collection RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
repository.name.fl_str_mv
repository.mail.fl_str_mv
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