Gamification in the classroom: Examining the impact of gamified quizzes on student learning

被引:142
|
作者
Sanchez, Diana R. [1 ]
Langer, Markus [2 ]
Kaur, Rupinder [1 ]
机构
[1] San Francisco State Univ, San Francisco, CA 94132 USA
[2] Saarland Univ, Saarbrucken, Germany
关键词
Adult learning; Improving classroom teaching; Media in education; Distance education and telelearning; SELF-EFFICACY; INTRINSIC MOTIVATION; EMPIRICAL-TEST; GAME; PERFORMANCE; TECHNOLOGY; EDUCATION; LEADERBOARDS; EXPLANATION; ENGAGEMENT;
D O I
10.1016/j.compedu.2019.103666
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Gamification is emerging as a method aimed at enhancing instructional contents in educational settings. However, theoretical underpinnings of the proposed effects of gamification are lacking. This paper applies the theory of gamified learning and extends research exploring the benefits of gamification on student learning through the testing effect. In a quasi-experimental design, university students (N = 473) prepared for three tests using traditional quizzes (i.e., a question, four response options) or gamified online quizzes (i.e., a wager option, a progress bar, encouraging messages). We assumed that students completing gamified quizzes would complete more quizzes and, through the benefits of the testing effect, would demonstrate better learning. Findings supported the testing effect in that students who completed more quizzes performed better on subsequent tests. Furthermore, students who completed the gamified quizzes had significantly better scores on the first test. However, this effect was not due to students completing more quizzes in the gamification group. Additionally, the beneficial effect of gamification did not persist for subsequent tests. This supports that gamification might work through a novelty effect where its influence may not be sustainable. Further analyses showed that higher achieving students benefited more from gamification than lower achieving students. Overall, the results (a) imply that gamification may be a viable option for short-term assignments, (b) highlight concerns of a novelty effect possibly recommending instructors not to use the same gamification method permanently, and (c) indicate that there are contexts where gamification might not be adequate to target low achieving students. Given these results we call for longitudinal studies investigating the novelty effects of gamification and research examining individual differences moderating the effects of gamification.
引用
收藏
页数:16
相关论文
共 50 条
  • [41] GAMIFICATION TO IMPROVE STUDENT ACTIVATION IN LEARNING
    Elena Parra-Gonzalez, Ma
    Segura-Robles, Adrian
    Vazquez Cano, Esteban
    Lopez-Meneses, Eloy
    TEXTO LIVRE-LINGUAGEM E TECNOLOGIA, 2020, 13 (03): : 278 - 293
  • [42] Student Experience of Gamified Learning: A Qualitative Approach
    Clements, Andrew James
    Ahmed, Sajeel
    Henderson, Bernadette
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 88 - 94
  • [43] Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course
    Cigdem, Harun
    Korkusuz, Mehmet Emin
    Karacalti, Caner
    COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2024, 32 (02)
  • [44] Identifying Student Types in a Gamified Learning Experience
    Barata, Gabriel
    Gama, Sandra
    Jorge, Joaquim
    Goncalves, Daniel
    INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, 2014, 4 (04) : 19 - 36
  • [45] Impact of Gamification on Student Motivation and Engagement
    Ambikapathy, Manimegalai
    Hamid, Maizurah Khathu Abdul
    Sukor, Muhammad Akid Auni Mohd
    ENVIRONMENT-BEHAVIOUR PROCEEDINGS JOURNAL, 2024, 9 : 11 - 20
  • [46] Playfulness in the classroom: Gamification favor the learning of pharmacology
    dos Reis Livero, Francislaine Aparecida
    da Silva, Gustavo Ratti
    Amaral, Eduarda Carolina
    de Souza, Amanda Nascimento Vasques
    Baretta, Irineia Paulina
    Diegues, Maria Elena Martins
    Arpini, Edson
    Lovato, Evellyn Claudia Wietzikoski
    EDUCATION AND INFORMATION TECHNOLOGIES, 2021, 26 (02) : 2125 - 2141
  • [47] Playfulness in the classroom: Gamification favor the learning of pharmacology
    Francislaine Aparecida dos Reis Lívero
    Gustavo Ratti da Silva
    Eduarda Carolina Amaral
    Amanda Nascimento Vasques de Souza
    Irineia Paulina Baretta
    Maria Elena Martins Diegues
    Edson Arpini
    Evellyn Claudia Wietzikoski Lovato
    Education and Information Technologies, 2021, 26 : 2125 - 2141
  • [48] The impact of gamification in educational settings on student learning outcomes: a meta-analysis
    Huang, Rui
    Ritzhaupt, Albert D.
    Sommer, Max
    Zhu, Jiawen
    Stephen, Anita
    Valle, Natercia
    Hampton, John
    Li, Jingwei
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2020, 68 (04): : 1875 - 1901
  • [49] Exploring the impact of gamification on engagement in a statistics classroom
    Jack, Eilidh
    Alexander, Craig
    Jones, Elinor M.
    TEACHING MATHEMATICS AND ITS APPLICATIONS, 2024, 44 (01): : 93 - 106
  • [50] The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning
    Anthony Gerber
    Briann Fischetti
    Medical Science Educator, 2022, 32 : 1159 - 1164