The effect of challenge-based gamification on learning: An experiment in the context of statistics education

被引:101
|
作者
Legaki, Nikoletta-Zampeta [1 ,2 ]
Xi, Nannan [2 ]
Hamari, Juho [2 ]
Karpouzis, Kostas [1 ]
Assimakopoulos, Vassilios [1 ]
机构
[1] Natl Tech Univ Athens, Sch Elect & Comp Engn, Zografos 15780, Greece
[2] Tampere Univ, Fac Informat Technol & Commun Sci, Gamificat Grp, Tampere 33100, Finland
基金
欧盟地平线“2020”;
关键词
Gamification; Applications in education; Statistics education; Teaching forecasting; Human-Computer interface; BUSINESS SCHOOLS; MULTIPLE COMPARISONS; STUDENTS LEARN; EFFECT SIZE; ENGAGEMENT; MOTIVATION; CLASSROOM; IMMERSION; FRAMEWORK; SCIENCE;
D O I
10.1016/j.ijhcs.2020.102496
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the effectiveness of gamification in the context of education has been growing, there are blind spots regarding which types of gamification may be suitable for different educational contexts. This study investigates the effects of the challenge-based gamification on learning in the area of statistics education. We developed a gamification approach, called Horses for Courses, which is composed of main game design patterns related to the challenge-based gamification; points, levels, challenges and a leaderboard. Having conducted a 2 (read: yes vs. no) x 2 (gamification: yes vs. no) between-subject experiment, we present a quantitative analysis of the performance of 365 students from two different academic majors: Electrical and Computer Engineering (n=279), and Business Administration (n=86). The results of our experiments show that the challenge-based gamification had a positive impact on student learning compared to traditional teaching methods (compared to having no treatment and treatment involving reading exercises). The effect was larger for females or for students at the School of Electrical and Computer Engineering.
引用
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页数:14
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