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 |
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Přispěvatelé: | Communication Science, Network Institute, Communication Choices, Content and Consequences (CCCC) |
Jazyk: | angličtina |
Rok vydání: | 2019 |
Předmět: |
Focus (computing)
education 020205 medical informatics Computer science Instructional design distributed practice 05 social sciences 050301 education feedback 02 engineering and technology adaptive learning Time on task Gamification Learner engagement 0202 electrical engineering electronic engineering information engineering Mathematics education Distributed Practice Adaptive learning Student learning 0503 education |
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 |
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