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Gamification as a Tool for Engaging Student Learning: A Field Experiment with a Gamified App

Authors :
Welbers, Kasper
Konijn, Elly A.
Burgers, Christian
de Vaate, Anna Bij
Eden, Allison
Brugman, Britta C.
Source :
E-Learning and Digital Media. Mar 2019 16(2):92-109.
Publication Year :
2019

Abstract

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.

Details

Language :
English
ISSN :
2042-7530
Volume :
16
Issue :
2
Database :
ERIC
Journal :
E-Learning and Digital Media
Publication Type :
Academic Journal
Accession number :
EJ1207197
Document Type :
Journal Articles<br />Reports - Research
Full Text :
https://doi.org/10.1177/2042753018818342