Gamification as a tool for engaging student learning: A field experiment with a gamified app

In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first fe...

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Veröffentlicht in:E-learning and digital media 2019-03, Vol.16 (2), p.92-109
Hauptverfasser: Welbers, Kasper, Konijn, Elly A, Burgers, Christian, de Vaate, Anna Bij, Eden, Allison, Brugman, Britta C
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container_end_page 109
container_issue 2
container_start_page 92
container_title E-learning and digital media
container_volume 16
creator Welbers, Kasper
Konijn, Elly A
Burgers, Christian
de Vaate, Anna Bij
Eden, Allison
Brugman, Britta C
description In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase engagement, with personalized (“tailored”) feedback being more effective than generic feedback. The second feature is a session limit that was designed to prevent users from “binging” the game, because this could prevent deep learning. Results showed that generic feedback was more effective than tailored feedback, contrasting our expectations. The session limit, however, did prevent binging without reducing the overall number of sessions played. Our findings suggest that careful consideration of game properties may impact sustaining and encouraging play via a gamified application.
doi_str_mv 10.1177/2042753018818342
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subjects College Students
Computer Oriented Programs
Educational Games
Feedback (Response)
Foreign Countries
Instructional Design
Instructional Effectiveness
Learner Engagement
Time on Task
title Gamification as a tool for engaging student learning: A field experiment with a gamified app
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