Gamification as a tool for engaging student learning: A field experiment with a gamified app

Autor: Christian Burgers, Elly A. Konijn, Britta C. Brugman, Anna J. D. (Nadia) Bij de Vaate, Kasper Welbers, Allison Eden
Přispěvatelé: Communication Science, Network Institute, Communication Choices, Content and Consequences (CCCC)
Jazyk: angličtina
Rok vydání: 2019
Předmět:
Zdroj: E-Learning and Digital Media, 16(2), 92-109. SAGE Publications Inc.
Welbers, K, Konijn, E A, Burgers, C, Bij de Vaate, N A J D, Eden, A & Brugman, B C 2019, ' Gamification as a tool for engaging student learning : A field experiment with a gamified app ', E-Learning and Digital Media, vol. 16, no. 2, pp. 92-109 . https://doi.org/10.1177/2042753018818342
ISSN: 1741-8887
DOI: 10.1177/2042753018818342
Popis: In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students ( N = 101). The first feature is feedback, which is expected to increase engagement, with personalized (“tailored”) feedback being more effective than generic feedback. The second feature is a session limit that was designed to prevent users from “binging” the game, because this could prevent deep learning. Results showed that generic feedback was more effective than tailored feedback, contrasting our expectations. The session limit, however, did prevent binging without reducing the overall number of sessions played. Our findings suggest that careful consideration of game properties may impact sustaining and encouraging play via a gamified application.
Databáze: OpenAIRE