| Literature DB >> 34007662 |
Connie S Barber1, Konstantina Stavroulaki2, Catherine D Santanello1.
Abstract
BACKGROUND: Gamification is the process of adding game elements into classroom activities to encourage student participation and motivation. Classcraft® is a gamified learning system designed to integrate easily with normal classroom activities and to enhance collaboration and teamwork. EDUCATIONAL ACTIVITY ANDEntities:
Keywords: Classcraft®; Immunology; gamification; gaming; student engagement
Year: 2020 PMID: 34007662 PMCID: PMC8127124 DOI: 10.24926/iip.v11i4.3328
Source DB: PubMed Journal: Innov Pharm ISSN: 2155-0417
Figure 1.Research Model
Figure 2.Classcraft® Roles
Available Behavior Rewards
XP | +25 | Play Classcraft each week |
XP | +25 | Train your pet each week |
GP | +10 | Play Classcraft each week |
GP | +50 | Handing in assignment 24 hours early |
GP | +50 | Use a power to help a teammate at least once a week |
Individual Character Powers
Mage | |||
Mana Transfer | All team member, except Mages, gain 7 AP | X |
|
Teleport | The Mage can ask other teammates to help answer a question during a Boss Battle |
| X |
Famine | The Mage and their team members all get a treat during a Boss Battle |
| X |
Mana Shield | The Mage prevents the loss of HP to themselves (costs 3 AP per 1 HP) | X |
|
Time Warp | During a Boss Battle, the healer can ask the game master if his/her answer is correct before giving their final answer |
| X |
Fountain of Mana | A teammate, who isn’t a Mage, replenishes all of their AP | X |
|
Clairvoyance | During a Boss Battle, the Mage changes a Wrong Answer to a Correct Answer with a special attack |
| X |
Mage Circle | The Mage can choose to turn in an assignment one day late OR make up a missed assignment |
| X |
Warrior | |||
Protect 1 | The Warrior can take up to 10 damage instead of their teammate, receiving only 80% of the initial damage | X |
|
First Aid | Warrior gains 1 HP for each level they have, but always gains at least 5 HP | X |
|
Hunting | The Warrior can search for an answer to a Boss Battle question by asking other teams to help |
| X |
Protect 2 | The Warrior can take up to 20 damage instead of their teammates, receiving only 65% of the initial damage | X |
|
Ambush | The Warrior and their team members all get a treat during a Boss Battle |
| X |
Counter Attack | During a Boss Battle, the Warrior can ask the game master if his/her answer is correct before giving their final answer |
| X |
Protect 3 | The Warrior can take up to 30 damage instead of their teammate, receiving only 50% of the initial damage | X |
|
Frontal Assault | During a Boss Battle, the Warrior changes a Wrong Answer to a Correct Answer with a special attack |
| X |
Secret Weapon | The Warrior can choose to turn in an assignment one day late OR make up a missed assignment |
| X |
Healer | |||
Heal 1 | A teammate gains 10 HP | X |
|
Sainthood | The Healer can conjure an answer to a Boss Battle question by asking other teams to help |
| X |
Ardent Faith | During a Boss Battle, the Healer can ask the Gamemaster if their answer to a question is correct |
| X |
Heal 2 | A teammate gains 20 HP | X |
|
Favor of the Gods | The Healer and their team members all get a treat during a Boss Battle |
| X |
Revive | When a teammate (not including the Healer) falls to 0 HP, they avoid all penalties and come back to life with 1 HP | X |
|
Heal 3 | A teammate gains 30 HP | X |
|
Healing Circle | All team members, other than the Healer, gain 15 HP | X |
|
Prayer | The Healer can choose to turn in an assignment one day late OR make up a missed assignment |
| X |
Figure 3.Student Quest Process in Classcraft®
Figure 4.Classcraft® Boss Battle Example
Video Game Play Among Students
Video Game Play Frequency |
|
Daily | 15 |
Weekly | 13 |
Monthly | 15 |
Rarely | 36 |
Never | 21 |
Why Play Video Games | |
To play with others | 19 |
Mental challenge | 23 |
Physical challenge | 5 |
Boredom | 30 |
To make social connections | 10 |
Other | 3 |
None | 10 |
Respondents could select all answers that applied to them
Student Interest in and Anxiety about Video Games for Learning
Interest in Video Games for Learning |
|
Extremely interested | 11 |
Interested | 21 |
Neutral | 30 |
Disinterested | 21 |
Extremely disinterested | 17 |
Anxiety about Video Games for Learning | |
Describes me extremely well | 4 |
Describes me very well | 11 |
Describes me moderately well | 8 |
Describes me slightly well | 25 |
Does not describe me | 53 |
Items, Construct Loadings, and Reliability
Ease of Use | 0.916 | |
My intention with the Classcraft® system is clear and understandable. | 0.866 |
|
Interacting with the Classcraft® system does not require a lot of mental effort. | 0.724 |
|
I find the Classcraft® system to be easy to use. | 0.921 |
|
I find it easy to get the Classcraft® system to do what I want it to do. | 0.898 |
|
Choice | 0.911 | |
I can choose my own tasks within Classcraft®. | 0.904 |
|
Where there are many tasks in Classcraft®, I can choose the ones that suit me. | 0.862 |
|
I can choose materials to work with in Classcraft®. | 0.866 |
|
I can choose the audience for my product. | 0.755 |
|
Value | 0.984 | |
I believe that Classcraft® is useful for improved concentration. | 0.955 |
|
I believe that Classcraft® is important for my improvement. | 0.971 |
|
Using the Classcraft® system improves my course performance. | 0.968 |
|
Using the Classcraft® system enhances my effectiveness in the course. | 0.932 |
|
Using the Classcraft® system in my course improves my productivity. | 0.98 |
|
Enjoyment | 0.957 | |
I look forward to Classcraft®. | 0.906 |
|
I like what I do in Classcraft®. | 0.944 |
|
The activities I do in Classcraft® are enjoyable. | 0.926 |
|
I have to think to solve problems in Classcraft®. | 0.723 |
|
What we do in Classcraft® fits my abilities. | 0.772 |
|
What I do in Classcraft® fits my interests. | 0.935 |
|
I study interesting topics in Classcraft®. | 0.874 |
|
Discriminant Validity Results
| ||||||
|---|---|---|---|---|---|---|
Choice | 0.911 | 0.720 | 0.848 |
|
|
|
Ease of Use | 0.916 | 0.732 | 0.424 | 0.856 |
|
|
Enjoyment | 0.957 | 0.761 | 0.614 | 0.686 | 0.872 |
|
Value | 0.984 | 0.924 | 0.761 | 0.434 | 0.803 | 0.961 |
Composite reliability: internal consistency of each construct
Average variance extracted: greater value of own construct than other constructs
Figure 5.Results of Research Model
Hypotheses significance identified by t-statistic path coefficient
Significance is defined as p<.05, path coefficients with ** are p<.001
Hypotheses and Results
H1: Ease of use will positively impact the value students experience | .136 (.280) | No |
H2: Ease of use will positively impact the enjoyment students experience | .519 (.000) | Yes |
H3: Choice will positively impact the value students experience | .703 (.000) | Yes |
H4: Choice will positively impact the enjoyment students experience | .394 (.000) | Yes |
Figure 6.Student Engagement with Classcraft® Outside of the Classroom