| Literature DB >> 32565668 |
Nikoletta-Zampeta Legaki1,2, Nannan Xi2, Juho Hamari2, Kostas Karpouzis1, Vassilios Assimakopoulos1.
Abstract
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.Entities:
Keywords: Applications in education; Gamification; Human-Computer interface; Statistics education; Teaching forecasting
Year: 2020 PMID: 32565668 PMCID: PMC7293851 DOI: 10.1016/j.ijhcs.2020.102496
Source DB: PubMed Journal: Int J Hum Comput Stud ISSN: 1071-5819 Impact factor: 3.632
Design of the evaluation of the experiments.
| Task Description | Group Control | Group Read | Group Play | Group Read&Play |
|---|---|---|---|---|
| Attend Lecture (see | ||||
| Read the Paper (see | ||||
| Play (see | ||||
| Evaluation Form (see |
Fig. 1Horses for Courses architecture.
Integrated motivational affordances in Horses for Courses application.
| Affordance | Definition | Purpose in |
|---|---|---|
| Points | Numeric measure of players’ performances. | Reward for the correct application of method selection protocol. |
| Levels | Difficulty moderated based on players’ expertise. | Indicator of progression and difficulty. |
| Challenges | Predefined quests and increasingly more difficult objectives. | Positive impetus to keep players engaged to maximize their points. |
| Leaderboard | Direct comparison of players’ performance. | Increase of competition among students. |
Source: (Buckley, Doyle, 2017, Bunchball, 2010, Kapp, 2013, Maican, Lixandroiu, Constantin, 2016, Nah, Zeng, Telaprolu, Ayyappa, Eschenbrenner, 2014, Seaborn, Fels, 2015, Zichermann, Cunningham, 2011).
Fig. 2Horses for Courses’ flowchart of a full game round.
Fig. 3View of 1st level challenges of Horses for Courses application.
Fig. 4View of 4th level of Horses for Courses application.
The challenge-based gamification results per treatment and variable.
| Variable | Group Control | Group Read | Group Play | Group Read&Play | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| n | M | SD | n | M | SD | n | M | SD | n | M | SD | |
| Gender | ||||||||||||
| Female | 15 | 27.08 | 10.07 | 19 | 35.14 | 19.19 | 28 | 49.08 | 20.46 | 33 | 57.81 | 18.75 |
| Male | 69 | 38.10 | 10.98 | 62 | 49.49 | 17.32 | 72 | 53.90 | 19.43 | 67 | 58.16 | 16.21 |
| Academic major | ||||||||||||
| ECE, NTUA | 61 | 39.56 | 10.58 | 65 | 50.56 | 16.55 | 74 | 59.78 | 15.67 | 79 | 61.53 | 15.28 |
| Business Administration | 23 | 27.04 | 8.97 | 16 | 28.13 | 16.18 | 26 | 31.97 | 15.19 | 21 | 44.94 | 17.07 |
| Educational Level | ||||||||||||
| UG | 71 | 36.28 | 11.87 | 68 | 47.59 | 19.10 | 85 | 52.45 | 21.03 | 83 | 56.00 | 16.90 |
| MBA | 13 | 35.34 | 10.16 | 13 | 38.46 | 14.62 | 15 | 53.13 | 10.02 | 17 | 68.01 | 14.00 |
| Total | 84 | 36.13 | 11.57 | 81 | 46.13 | 18.68 | 100 | 52.55 | 19.74 | 100 | 58.05 | 17.00 |
Fig. 5Students’ performances per treatment and variable.
Pairwise multiple comparisons among the groups based on Kruskal-Wallis with Dunn’s post test and Cliff Delta effect size.
| Groups | Z | P.adj | Delta estimate | Improvement (%) | ||
|---|---|---|---|---|---|---|
| Control | vs. | Read | -3.70 | 0.001 | 0.35 (medium) | 27.68% |
| Control | vs. | Play | -6.16 | <0.001 | 0.51 (large) | 45.45% |
| Control | vs. | Read&Play | -8.04 | <0.001 | 0.69 (large) | 60.67% |
| Play | vs. | Read | 2.25 | 0.049 | - | - |
| Play | vs. | Read&Play | -1.96 | 0.05 | - | - |
| Read&Play | vs. | Read | 4.10 | <0.001 | - | - |
Impact of the treatments, variables and their interactions.
| Variables | Gender | Academic major | Educational Level | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Groups (N=365) | df | H | Sig. | df | H | Sign. | df | H | Sign. |
| Treatment (df=3) | 1 | 7.74 | 0.005 | 1 | 73.41 | <0.001 | 1 | 0.20 | 0.657 |
| (H=70.84, p<0.001) | |||||||||
| Interaction | 3 | 5.10 | 0.164 | 3 | 7.02 | 0.071 | 3 | 7.63 | 0.054 |
| Variables | English Proficiency | PC Expertise | Game Expertise | ||||||
| Groups (n=146) | df | H | Sig. | df | H | Sign. | df | H | Sign. |
| Treatment (df=3) | 4 | 15.26 | 0.004 | 4 | 7.83 | 0.098 | 4 | 0.51 | 0.972 |
| (H=24.77, p<0.001) | |||||||||
| Interaction | 9 | 2.58 | 0.995 | 9 | 5.41 | 0.797 | 12 | 11.31 | 0.502 |
Students’ performances per treatment and extra variables.
| Group | Performance | English Proficiency | PC Expertise | Game Expertise |
|---|---|---|---|---|
| Control | M=32.3 | M=3.36 | M=3.43 | M=3.29 |
| (n=28) | SD=11.4 | SD=1.37 | SD=1.14 | SD=1.49 |
| Read | M=44.4 | M=3.59 | M=4 | M=3.37 |
| (n=27) | SD=18.4 | SD=1.39 | SD=0.83 | SD=1.04 |
| Play | M=43.2 | M=3.77 | M=3.96 | M=3.26 |
| (n=47) | SD= 20.6 | sd=1.37 | SD=1.02 | SD=1.15 |
| Read&Play | M=56.7 | M=4.23 | M=4.07 | M= 3.27 |
| (n=44) | SD= 20.0 | SD=0.96 | SD=0.90 | SD=1.34 |
Improvement of students’ performances per treatment, gender and academic major.
| Group | Academic major | Gender | n | M | SD | Improvement (%) | Delta Est. |
|---|---|---|---|---|---|---|---|
| ECE, NTUA | Female | 4 | 32.81 | 5.41 | -9.18 | -0.173 (small) | |
| Control | (9.49%) | Male | 57 | 40.03 | 10.72 | 10.80 | 0.195 (small) |
| (0%) | Business Administration | Female | 11 | 25.00 | 10.73 | -30.81 | -0.524 (large) |
| (-25.17%) | Male | 12 | 28.91 | 6.94 | -20.00 | -0.388 (medium) | |
| ECE, NTUA | Female | 12 | 44.44 | 16.74 | 23.00 | 0.283 (small) | |
| Read | (39.93%) | Male | 53 | 51.94 | 16.35 | 43.76 | 0.594 (large) |
| (27.66%) | Business Administration | Female | 7 | 19.20 | 11.04 | -46.87 | -0.731 (large) |
| (-22.16%) | Male | 9 | 35.07 | 16.59 | -2.94 | -0.193 (small) | |
| ECE, NTUA | Female | 15 | 59.95 | 16.07 | 65.91 | 0.775 (large) | |
| Play | (65.45%) | Male | 59 | 59.74 | 15.70 | 65.34 | 0.779 (large) |
| (45.44%) | Business Administration | Female | 13 | 36.54 | 17.97 | 1.13 | -0.068 (negligible) |
| (-11.51%) | Male | 13 | 27.40 | 10.61 | -24.15 | -0.424 (medium) | |
| ECE, NTUA | Female | 16 | 68.45 | 13.70 | 89.45 | 0.935 (large) | |
| Read&Play | (70.30%) | Male | 63 | 59.77 | 15.26 | 65.43 | 0.764 (large) |
| (60.65%) | Business Administration | Female | 17 | 47.79 | 17.53 | 32.28 | 0.400 (medium) |
| (24.38%) | Male | 4 | 32.81 | 7.86 | -9.18 | -0.179 (small) |
Fig. 6Students’ performances of non-gamified and gamified groups.