University of Worcester Worcester Research and Publications

Competition and Collaboration Using a Social and Gamified Online Learning Platform

Arnab, S., Bhakta, Roy, Merry, S.K., Smith, M., Stan, K. and Duncan, M.J. (2016) Competition and Collaboration Using a Social and Gamified Online Learning Platform. In: Proceedings of the European Conference on Games Based Learning. Academic Conferences and Publishing International Limited, Reading. ISBN 978‐1‐911218‐09‐8

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Gamification is defined as the use of game techniques in a non-game context and has demonstrated potential impact in a wide range of subjects. Informed by the design and processes of digital gaming, gamification often exploits competition to motivate, personified by points, badges and leader boards. Success, however, seems to go beyond these basic features and rely on a concrete acknowledgement of the motivational model of the user, taking into account concepts such as situational relevance and situated motivational affordance, which can be framed under competition and/or collaboration. This paper investigates the impact of competitive and collaborative environments on summative assessment. This study bases its investigation on the StarQuest platform (, a social and gamified collaboration application hosting a private online environment for small groups of individuals to co-curate and share digital contents. Participants were second year undergraduate students (Sport Psychology, n=94), who enrolled on a module entitled "A Fundamental Approach to Motor Learning and Control". The module ran for 11 weeks and the curriculum was delivered using a Problem-Based Learning (PBL) approach. The results highlighted a number of strengths and weaknesses of implementing a gamified online platform for team working, which will inform future design, development and deployment of gamified and learning platforms

Item Type: Book Section
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Paper presented at the 10th European Conference on Games Based Learning,The University of the West of Scotland, Paisley, 6 Oct 2016 - 7 Oct 2016. The full conference abstracts are on the Academic Conferences and Publishing International Limited website at:
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Uncontrolled Discrete Keywords: summative assessment, gamification, digital gaming, online learning platforms, Higher Education, game-based learning, collaboration, competition, blended learning
Subjects: L Education > L Education (General)
Q Science > QA Mathematics > QA76 Computer software
Divisions: College of Arts, Humanities and Education > School of Education
Related URLs:
Depositing User: Roy Bhakta
Date Deposited: 10 Aug 2019 19:41
Last Modified: 17 Jun 2020 17:31

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