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Narrative for Gamification in Education: Why Should you Care?

Toledo Palomino, Paula; Toda, Armando M; Oliveira, Wilk; Cristea, Alexandra I.; Isotani, Seiji

Narrative for Gamification in Education: Why Should you Care? Thumbnail


Paula Toledo Palomino

Armando M Toda

Wilk Oliveira

Seiji Isotani


Gamification applied to education studies are focusing to encourage students to perform specific tasks, however many of these studies are still inconclusive about how much gamification can influence engagement. Also, the frameworks used to apply gamification in those systems are mainly structural (e.g. scoring and ranking systems) rather than content frameworks (where the game elements are applied to the content). Therefore, this paper aims at creating a narrative definition exclusively for gamification purposes. First, we developed an empirical research starting with a literature review of the narrative concept in other medias, such as games. Then, we mapped these definitions into features and crossed the similarities and differences across them, to find a common ground that could be applied in gamification contexts. Our results show that the narrative element definition to use in gamification contexts best drifts from the games ones, however its definition is unique to the point it could be isolated and used in future frameworks. We also found that the characteristics of this concept resembles some of User Experience.


Toledo Palomino, P., Toda, A. M., Oliveira, W., Cristea, A. I., & Isotani, S. (2019). Narrative for Gamification in Education: Why Should you Care?. .

Conference Name 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)
Conference Location Maceio, Brazil
Start Date Jul 15, 2019
End Date Jul 18, 2019
Online Publication Date Sep 2, 2019
Publication Date 2019
Deposit Date Nov 3, 2021
Publicly Available Date Nov 3, 2021
Publisher Institute of Electrical and Electronics Engineers


Accepted Conference Proceeding (92 Kb)

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