Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course
•We examined the impact of gamification on learning about judgmental biases.•We ran a 2 (read yes | no) x 2 (gamification yes | no) between-subject experiment.•Our findings reveal positive effects of gamification on learning.•Students exhibited better learning outcomes under gamified condition compa...
Saved in:
Published in | Technological forecasting & social change Vol. 167; p. 120725 |
---|---|
Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
New York
Elsevier Inc
01.06.2021
Elsevier B.V Elsevier Science Ltd |
Subjects | |
Online Access | Get full text |
Cover
Loading…
Summary: | •We examined the impact of gamification on learning about judgmental biases.•We ran a 2 (read yes | no) x 2 (gamification yes | no) between-subject experiment.•Our findings reveal positive effects of gamification on learning.•Students exhibited better learning outcomes under gamified condition compared to reading-based condition•The impact of gamification differed between engineering and business school students.
In their daily lives, people are confronted with situations where they need to form a schema of possible future scenarios and the likelihood of them occurring, be it about climate change, economic up- or downturn, or even the potential success of a romantic date. Be these issues of mundane or universal importance, this judgmental forecasting poses people with a difficult pervasive cognitive challenge. Commonly, judgmental forecasting is taught in forecasting courses syllabi, and the pedagogy surrounding it is challenging. However, gamification and game-based learning have risen as promising tools to simulate different kinds of scenarios and stimulate cognitive problem solving. This study investigates the effects of a gamified application with points, levels, challenges, storytelling and leaderboard for teaching judgmental forecasting by conducting a 2×2 between-subjects experiment (treatments: i) read: yes vs no, and ii) gamification: yes vs no), with a sample of 285 students of a School of Electrical and Computer Engineering and a Business Administration Department. The findings indicate that the gamified application improved learning outcomes regarding the heuristics and biases that affect judgmental forecasting by almost 15%, supporting the use of gamification in forecasting education. |
---|---|
Bibliography: | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 |
ISSN: | 0040-1625 1873-5509 |
DOI: | 10.1016/j.techfore.2021.120725 |