Impact of Gamification on Students' Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning

被引:1
|
作者
Lampropoulos, Georgios [1 ]
Sidiropoulos, Antonis [2 ]
机构
[1] Univ Macedonia, Dept Appl Informat, Thessaloniki 54636, Greece
[2] Int Hellen Univ, Dept Informat & Elect Engn, Sindos 57400, Greece
来源
EDUCATION SCIENCES | 2024年 / 14卷 / 04期
关键词
gamification; higher education; learning outcomes; learning achievements; academic achievements; online learning; scoring algorithm; motivation; engagement; active learning; FACE-TO-FACE; SELF-EFFICACY; MOTIVATION; EDUCATION; PERCEPTIONS; CLASSROOM; ENVIRONMENTS; ACHIEVEMENT; TECHNOLOGY;
D O I
10.3390/educsci14040367
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This study aims to examine the influence of gamification in students' learning outcomes and academic performance. A longitudinal study was conducted to compare students' academic performance in online learning (2020-2021), traditional learning (2021-2022), and gamified learning (2022-2023). The longitudinal study lasted 3 years and a total of 1001 higher education students were involved. Three research questions were set to be explored and students' viewpoints and experiences were also examined through a questionnaire of 20 questions. This study follows a quantitative research approach. The data refers to students' academic performance, success rate, excellence rate, withdrawal rate, engagement, motivation, and perspectives. In the laboratory part of the course, gamified learning yielded better outcomes over online learning and traditional learning in success rate (39% and 13%), excellence rate (130% and 23%), average grade (24% and 11%), and retention rate (42% and 36%) respectively. In the theoretical part of the course, gamified learning resulted in better outcomes over online learning and traditional learning in success rate (19% and 14%), in excellence rate (125% and 79%), and in average grade (25% and 12%) respectively. In the overall course, gamified learning yielded better outcomes over online learning and traditional learning in success rate (14% and 14%), in excellence rate (122% and 70%), and in average grade (25% and 17%) respectively. The highest increase was observed in students' excellence rate. Students highly regarded gamification as an effective educational approach that can increase their learning outcomes, engagement, productivity, and motivation and trigger both their both intrinsic and extrinsic motivation. The learning experience become more enjoyable and students' basic needs in terms of autonomy, competence and sufficiency, and relatedness and sense of belonging were met. Traditional learning also resulted in better learning outcomes when compared to online learning. Gamification emerged as an effective learning approach which leads to improved learning outcomes and academic performance, learning motivation, engagement, and retention rate over online learning and traditional learning in both theoretical and applied course settings.
引用
收藏
页数:28
相关论文
共 50 条
  • [1] Towards Using Unsupervised Learning for Comparing Traditional and Synchronous Online Learning in Assessing Students' Academic Performance
    Maier, Mariana-Ioana
    Czibula, Gabriela
    Onet-Marian, Zsuzsanna-Edit
    [J]. MATHEMATICS, 2021, 9 (22)
  • [2] IMPACT OF MOBILE LEARNING ON THE ACADEMIC PERFORMANCE OF COLLEGE STUDENTS: A LONGITUDINAL STUDY
    Aguero Corzo, Eucaris del Carmen
    Davila Moran, Roberto Carlos
    [J]. REVISTA CONRADO, 2023, 19 : 320 - 329
  • [3] Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students
    Pamies-Vila, Rosa
    Fabregat-Sanjuan, Albert
    Puig-Ortiz, Joan
    Jordi Nebot, Lluisa
    Hernandez Fernandez, Antoni
    [J]. INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION, 2022, 38 (05) : 1434 - 1442
  • [4] Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students
    Pàmies-Vilà, Rosa
    Fabregat-Sanjuan, Albert
    Puig-Ortiz, Joan
    Nebot, Lluïsa Jordi
    Fernandez, Antoni Hernandez
    [J]. International Journal of Engineering Education, 2022, 38 (5 A) : 1434 - 1442
  • [5] Is Sustainable Online Learning Possible with Gamification?-The Effect of Gamified Online Learning on Student Learning
    Park, Sungjin
    Kim, Sangkyun
    [J]. SUSTAINABILITY, 2021, 13 (08)
  • [6] Using Self-Organizing Maps for Comparing Students' Academic Performance in Online and Traditional Learning Environments
    Onet-Marian, Zsuzsanna
    Czibula, Gabriela
    Maier, Mariana
    [J]. STUDIES IN INFORMATICS AND CONTROL, 2021, 30 (04): : 31 - 42
  • [7] Is online-only learning as effective as blended learning? A longitudinal study comparing undergraduate students' performance in oral radiology
    Muecke, Katharina
    Busch, Caroline
    Becker, Juergen
    Drescher, Dieter
    Becker, Kathrin
    [J]. EUROPEAN JOURNAL OF DENTAL EDUCATION, 2024, 28 (01) : 236 - 250
  • [8] A study on the impact of gamification on students' behavior and performance through learning paths
    Do Carmo, Erica Peters
    Tome Klock, Ana Carolina
    Teixeira de Oliveira, Elaine Harada
    Gasparini, Isabela
    [J]. 2020 IEEE 20TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2020), 2020, : 84 - 86
  • [9] Impact of Gamified Learning Experience on Online Learning Effectiveness
    Cui, Xiangping
    Du, Chen
    Shen, Jun
    Zhang, Susan
    Xu, Juan
    [J]. IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2024, 17 : 2130 - 2139
  • [10] A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students' mathematics achievement and cognitive engagement
    Lo, Chung Kwan
    Hew, Khe Foon
    [J]. INTERACTIVE LEARNING ENVIRONMENTS, 2020, 28 (04) : 464 - 481