The DOI matches its Crossref record; 77 of the 77 references it cites were found in a registry or an index.
The effect of challenge-based gamification on learning: An experiment in the context of statistics education
Open accessAbstract
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.
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Cites
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Cited by
Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021) · Sustainability · doi:10.3390/su13042247 · Cited by 512
Gamification of e-learning in higher education: a systematic literature review
Khaldi, A., Bouzidi, R., & Nader, F. (2023) · Smart Learning Environments · doi:10.1186/s40561-023-00227-z · Cited by 409
Tailored gamification in education: A literature review and future agenda
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023) · Education and Information Technologies · doi:10.1007/s10639-022-11122-4 · Cited by 341
Self-citationKaya, O. S., & Ercag, E. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11585-z · Cited by 121
A Review of Gamification Impact on Student Behavioural and Learning Outcomes
Nurtanto, M., Kholifah, N., Ahdhianto, E., Samsudin, A., & Isnantyo, F. D. (2021) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v15i21.24381 · Cited by 59
Metadata
- Authors
- Legaki, N.-Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V.
- Venue
- International Journal of Human-Computer Studies
- Publisher
- Elsevier BV
- Published
- 2020-12
- Volume
- 144
- Pages
- 102496
- ISSN
- 1071-5819 (ISSN-L)
- OpenAlex
- W3034563008
- Cited by
- 328
- References
- 77
- FWCI
- 69.73
- Type
- journal article
- Language
- en
- Open access
- hybrid
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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