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

被引:132
|
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.
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页数:16
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