Can Gamification Improve the Benefits of Student Response Systems in Learning? An Experimental Study

被引:63
作者
Morillas Barrio, Cesar [1 ]
Munoz-Organero, Mario [2 ]
Sanchez Soriano, Joaquin [3 ]
机构
[1] Miguel Hernandez Univ Elche, Dept Commun, Alicante 03202, Spain
[2] Univ Carlos III Madrid, Dept Telemat Engn, Leganes 28911, Spain
[3] Miguel Hernandez Univ Elche, Ctr Operat Res, Alicante 03202, Spain
关键词
Computer-aided instruction; gamification; student experiments; student response system (SRS); CLICKERS; ENGAGEMENT; EDUCATION;
D O I
10.1109/TETC.2015.2497459
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Student response systems (SRSs) are becoming popular among instructors in nearly all levels of learning. The benefits of using SRSs in terms of attendance, attention, participation, or motivation have been shown in many studies. Moreover, several studies demonstrate that the use of some kind of gaming techniques in education are useful to stimulate students to learn in wider, longer, and deeper ways. This paper analyzes whether the integration of both SRSs and gaming techniques leads to better results in motivation, attention, engagement, and learning performance than SRSs alone. For this purpose, a new tool has been developed for conducting an experimental study with students from different subjects and from different academic levels. A randomized post-test-only control group analysis was conducted to evaluate the impact of the gamified SRS. In addition, a multivariate three-way factorial design has been performed considering three relevant factors: 1) learning tool (non-gamified SRS or gamified SRS); 2) study type; and 3) gender. The main finding is that students who took lecture sessions with a gamified SRS had more positive perceptions with respect to motivation, attention, and learning performance than students who took lecture sessions with a non-gamified SRS.
引用
收藏
页码:429 / 438
页数:10
相关论文
共 39 条
  • [1] Assessing the Integration of Audience Response System Technology in Teaching of Anatomical Sciences
    Alexander, Cara J.
    Crescini, Weronika M.
    Juskewitch, Justin E.
    Lachman, Nirusha
    Pawlina, Wojciech
    [J]. ANATOMICAL SCIENCES EDUCATION, 2009, 2 (04) : 160 - 166
  • [2] Allen Deborah, 2005, Cell Biol Educ, V4, P262, DOI 10.1187/cbe.05-08-0113
  • [3] Anderson MJ, 2001, AUSTRAL ECOL, V26, P32, DOI 10.1111/j.1442-9993.2001.01070.pp.x
  • [4] [Anonymous], 2010, GAM 101 INTR US GAM
  • [5] [Anonymous], 2002, Physics Teacher, DOI DOI 10.1119/1.1534821
  • [6] Banfield J., 2014, P CLUT I INT AC C OR, P50
  • [7] Beatty I.D., 2006, AUDIENCE RESPONSE SY, P96
  • [8] Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance
    Blasco-Arcas, Lorena
    Buil, Isabel
    Hernandez-Ortega, Blanca
    Javier Sese, F.
    [J]. COMPUTERS & EDUCATION, 2013, 62 : 102 - 110
  • [9] Boghossian P., 2003, Informal Logic, V23, P17, DOI [10.22329/il.v23i2.2170, DOI 10.22329/IL.V23I2.2170]
  • [10] How Long Can Students Pay Attention in Class? A Study of Student Attention Decline Using Clickers
    Bunce, Diane M.
    Flens, Elizabeth A.
    Neiles, Kelly Y.
    [J]. JOURNAL OF CHEMICAL EDUCATION, 2010, 87 (12) : 1438 - 1443