Gamification in Education: Research on PaGamO

Autor: Yi-Ling Liao, 廖宜玲
Rok vydání: 2019
Druh dokumentu: 學位論文 ; thesis
Popis: 107
Along with the advancement of technology, online learning has become a common channel for people to acquire knowledge and new skills. When using educational materials in conjunction with an online game, students may have more incentives to continue learning and, thus, improve certain abilities. To test this hypothesis, we analyze data on PaGamO* (a popular online learning game system in Taiwan). We consider a natural experiment in which the randomness of joining the boss fight provides a niche for research. The empirical analysis contains two parts: the first part shows the overall two-month results, and the second part displays the results in a week-by-week format (eight weeks in total). Both formats show that the number of users attempting to play the game is positively correlated with the successful entry rate of the boss fight. This observation is proof that the boss fight treatment increases students’ activeness in learning. Furthermore, we find a significant positive relation between the number of correct answers and the successful entry rate in the second analysis. Other noteworthy issues, such as the cycle of students’ learning behavior in days and the students’ aggressive attack behavior, are included in the discussion section. Overall, our evidence confirms the positive effect of learning gamification on students’ learning motivation. *We thank BoniO Incorporation for cooperating with us. We are grateful to the executive, Benson, who shares his experiences and comes up with the research idea together; Alan and other team members, help approach data and be consulted for the details of variables.
Databáze: Networked Digital Library of Theses & Dissertations