The effect of challenge-based gamification on learning: An experiment in the context of statistics education

•We investigated the impact of gamification on learning in statistics education.•We examined challenge-based gamification (points, levels, challenges, leaderboard).•We ran a 2 (read yes | no) x 2 (gamification yes | no) between-subject experiment.•Gamification had a positive impact on learning.•Effe...

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Published inInternational journal of human-computer studies Vol. 144; p. 102496
Main Authors Legaki, Nikoletta-Zampeta, Xi, Nannan, Hamari, Juho, Karpouzis, Kostas, Assimakopoulos, Vassilios
Format Journal Article
LanguageEnglish
Published Elsevier Ltd 01.12.2020
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Abstract •We investigated the impact of gamification on learning in statistics education.•We examined challenge-based gamification (points, levels, challenges, leaderboard).•We ran a 2 (read yes | no) x 2 (gamification yes | no) between-subject experiment.•Gamification had a positive impact on learning.•Effect was larger for females and Engineering students versus Business School students. 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.
AbstractList •We investigated the impact of gamification on learning in statistics education.•We examined challenge-based gamification (points, levels, challenges, leaderboard).•We ran a 2 (read yes | no) x 2 (gamification yes | no) between-subject experiment.•Gamification had a positive impact on learning.•Effect was larger for females and Engineering students versus Business School students. 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.
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.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.
• We investigated the impact of gamification on learning in statistics education. • We examined challenge-based gamification (points, levels, challenges, leaderboard). • We ran a 2 (read yes | no) x 2 (gamification yes | no) between-subject experiment. • Gamification had a positive impact on learning. • Effect was larger for females and Engineering students versus Business School students. 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.
ArticleNumber 102496
Author Assimakopoulos, Vassilios
Hamari, Juho
Xi, Nannan
Legaki, Nikoletta-Zampeta
Karpouzis, Kostas
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  email: zampeta.legaki@tuni.fi, zabbeta@fsu.gr, nzabbeta@gmail.com
  organization: School of Electrical and Computer Engineering, National Technical University of Athens, Zografou 15780, Greece
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  surname: Xi
  fullname: Xi, Nannan
  organization: Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere 33100, Finland
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  surname: Hamari
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  organization: Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere 33100, Finland
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  organization: School of Electrical and Computer Engineering, National Technical University of Athens, Zografou 15780, Greece
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Keywords Teaching forecasting
Gamification
Statistics education
Applications in education
Human-Computer interface
Language English
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Snippet •We investigated the impact of gamification on learning in statistics education.•We examined challenge-based gamification (points, levels, challenges,...
Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the...
• We investigated the impact of gamification on learning in statistics education. • We examined challenge-based gamification (points, levels, challenges,...
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StartPage 102496
SubjectTerms Applications in education
Gamification
Human-Computer interface
Statistics education
Teaching forecasting
Title The effect of challenge-based gamification on learning: An experiment in the context of statistics education
URI https://dx.doi.org/10.1016/j.ijhcs.2020.102496
https://www.proquest.com/docview/2415834476
https://pubmed.ncbi.nlm.nih.gov/PMC7293851
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