Leveling up engagement: gamification’s role in creating immersive online events
Abstract Virtual conferences can be easily accessed, promotes audience diversity, and leads to cost reduction. However, motivation and social interaction need amelioration. Gamification is a strategy that uses the structure of games to promote motivation and engagement. The annual student conference...
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SpringerOpen
2025-05-01
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| Series: | Smart Learning Environments |
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| Online Access: | https://doi.org/10.1186/s40561-025-00386-1 |
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| author | Samuel I. M. Horita Beatriz M. S. Gonzaga Renata M. F. Mélo Aline B. M. Rodrigues Aline T. Ferreira Andreon S. M. Silva Anne C. S. B. Marcos Giovane F. S. Junior Hugo A. S. Souza João P. S. Oliveira-Correia Lorrane A. Pereira Mayara M. L. Carvalho Norma C. C. Brandão Raissa S. L. Rosa Thiago M. Ribeiro Yuli R. M. Souza Mariana Alberti Gonçalves Roberto R. Ferreira Ingo Riederer Andrea Henriques Pons Luciana R. Garzoni Tania C. Araujo-Jorge Clélia C. Mello-Silva |
| author_facet | Samuel I. M. Horita Beatriz M. S. Gonzaga Renata M. F. Mélo Aline B. M. Rodrigues Aline T. Ferreira Andreon S. M. Silva Anne C. S. B. Marcos Giovane F. S. Junior Hugo A. S. Souza João P. S. Oliveira-Correia Lorrane A. Pereira Mayara M. L. Carvalho Norma C. C. Brandão Raissa S. L. Rosa Thiago M. Ribeiro Yuli R. M. Souza Mariana Alberti Gonçalves Roberto R. Ferreira Ingo Riederer Andrea Henriques Pons Luciana R. Garzoni Tania C. Araujo-Jorge Clélia C. Mello-Silva |
| author_sort | Samuel I. M. Horita |
| collection | DOAJ |
| description | Abstract Virtual conferences can be easily accessed, promotes audience diversity, and leads to cost reduction. However, motivation and social interaction need amelioration. Gamification is a strategy that uses the structure of games to promote motivation and engagement. The annual student conference was created to promote discussion about the students’ projects and issues found during their studies. In 2021, gamification was implemented to improve the event. Here, we report our experience using gamification in the annual student conference of the Oswaldo Cruz Institute. The construction of the platform involved the student council, the direction of the institute, the journalism team, and the company Ekoá. The gamified platform was built with elements of affective memory of the institute, using clickable icons with the appearance of buildings from the Institute, organized based on their functions. We noticed the number of participants increased from 240 to 759 when compared to the previous year’s remote event. The discussion of science projects was adapted to the remote environment, so that students could expose their difficulties during the pandemic. Activities were proposed to increase social interaction, focused on mental health improvement, and a multi-participant online game was available to boost engagement. At the end, participants answered a voluntary survey to collect feedback. In conclusion, the use of gamification enriches remote events and is a good resource to improve motivation, continuity and social interaction. |
| format | Article |
| id | doaj-art-3ee25d474f0c4db695f3b5f34d04d99f |
| institution | Kabale University |
| issn | 2196-7091 |
| language | English |
| publishDate | 2025-05-01 |
| publisher | SpringerOpen |
| record_format | Article |
| series | Smart Learning Environments |
| spelling | doaj-art-3ee25d474f0c4db695f3b5f34d04d99f2025-08-20T03:54:11ZengSpringerOpenSmart Learning Environments2196-70912025-05-0112111810.1186/s40561-025-00386-1Leveling up engagement: gamification’s role in creating immersive online eventsSamuel I. M. Horita0Beatriz M. S. Gonzaga1Renata M. F. Mélo2Aline B. M. Rodrigues3Aline T. Ferreira4Andreon S. M. Silva5Anne C. S. B. Marcos6Giovane F. S. Junior7Hugo A. S. Souza8João P. S. Oliveira-Correia9Lorrane A. Pereira10Mayara M. L. Carvalho11Norma C. C. Brandão12Raissa S. L. Rosa13Thiago M. Ribeiro14Yuli R. M. Souza15Mariana Alberti Gonçalves16Roberto R. Ferreira17Ingo Riederer18Andrea Henriques Pons19Luciana R. Garzoni20Tania C. Araujo-Jorge21Clélia C. Mello-Silva22Laboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Applied Genomics and Bioinnovations, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Mosquitoes Transmitting Haematozoa, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Technological Development in Virology, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Arboviruses and Hemorrhagic Viruses, Oswaldo Cruz Institute, Oswaldo Cruz FoundationPostgraduate Program in Design, School of Fine Arts, Federal University of Rio de JaneiroLaboratory on Malaria Research, Oswaldo Cruz Institute, Oswaldo Cruz FoundationNational and International Reference Laboratory in Triatomine Taxonomy, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Cell Microbiology, Oswaldo Cruz FoundationEducation, Information and Communication/Academic Secretariat, Oswaldo Cruz FoundationPostgraduate Program in Computational Biology and Systems, Oswaldo Cruz FoundationFiocruz Events Center, Oswaldo Cruz FoundationLaboratory of Experimental Medicine and Health, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory on Thymus Research, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory of Innovations in Therapies, Education and Bioproducts, Oswaldo Cruz Institute, Oswaldo Cruz FoundationLaboratory for Environmental Health Assessment and Promotion, Oswaldo Cruz Institute, Oswaldo Cruz FoundationAbstract Virtual conferences can be easily accessed, promotes audience diversity, and leads to cost reduction. However, motivation and social interaction need amelioration. Gamification is a strategy that uses the structure of games to promote motivation and engagement. The annual student conference was created to promote discussion about the students’ projects and issues found during their studies. In 2021, gamification was implemented to improve the event. Here, we report our experience using gamification in the annual student conference of the Oswaldo Cruz Institute. The construction of the platform involved the student council, the direction of the institute, the journalism team, and the company Ekoá. The gamified platform was built with elements of affective memory of the institute, using clickable icons with the appearance of buildings from the Institute, organized based on their functions. We noticed the number of participants increased from 240 to 759 when compared to the previous year’s remote event. The discussion of science projects was adapted to the remote environment, so that students could expose their difficulties during the pandemic. Activities were proposed to increase social interaction, focused on mental health improvement, and a multi-participant online game was available to boost engagement. At the end, participants answered a voluntary survey to collect feedback. In conclusion, the use of gamification enriches remote events and is a good resource to improve motivation, continuity and social interaction.https://doi.org/10.1186/s40561-025-00386-1GamificationEducational challengesOnline eventsStudents conference |
| spellingShingle | Samuel I. M. Horita Beatriz M. S. Gonzaga Renata M. F. Mélo Aline B. M. Rodrigues Aline T. Ferreira Andreon S. M. Silva Anne C. S. B. Marcos Giovane F. S. Junior Hugo A. S. Souza João P. S. Oliveira-Correia Lorrane A. Pereira Mayara M. L. Carvalho Norma C. C. Brandão Raissa S. L. Rosa Thiago M. Ribeiro Yuli R. M. Souza Mariana Alberti Gonçalves Roberto R. Ferreira Ingo Riederer Andrea Henriques Pons Luciana R. Garzoni Tania C. Araujo-Jorge Clélia C. Mello-Silva Leveling up engagement: gamification’s role in creating immersive online events Smart Learning Environments Gamification Educational challenges Online events Students conference |
| title | Leveling up engagement: gamification’s role in creating immersive online events |
| title_full | Leveling up engagement: gamification’s role in creating immersive online events |
| title_fullStr | Leveling up engagement: gamification’s role in creating immersive online events |
| title_full_unstemmed | Leveling up engagement: gamification’s role in creating immersive online events |
| title_short | Leveling up engagement: gamification’s role in creating immersive online events |
| title_sort | leveling up engagement gamification s role in creating immersive online events |
| topic | Gamification Educational challenges Online events Students conference |
| url | https://doi.org/10.1186/s40561-025-00386-1 |
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