The Effects of Gamification on Students’ Academic Performance: A Controlled Experimental Study

Wilk Oliveira, Pasqueline Dantas Scaico, Andrea Brambilla, Aiganym Soltiyeva, Juho Hamari, Seyedhasan MilHosseini, Muhterem Dindar

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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Abstract

In recent years, numerous studies have investigated the effects of gamification on different students’ experiences (e.g., motivation, engagement, and accomplishment). However, the effects of gamification on students’ academic performance are still a mystery. To address this gap, we conducted a between-subjects controlled experiment (N = 71) to analyze the effects of gamification on students’ academic performance. Using descriptive and inferential statistical techniques, we compared the academic performance of participants who used a gamified version of an educational system (experimental group) and a group that used the same system without gamification (control group). The main results indicate that the student’s academic performance was significantly higher in the experimental group (i.e., students who used the gamified version of the system). We contribute to the fields of educational technology and gamification by providing new evidence about the effects of gamification on the actual students’ academic performance.

Original languageEnglish
Title of host publicationProceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
EditorsZehra Altinay, Maiga Chang, Rita Kuo, Ahmed Tlili
PublisherIEEE
Pages47-49
Number of pages3
ISBN (Electronic)979-8-3503-6205-3
DOIs
Publication statusPublished - 2024
Publication typeA4 Article in conference proceedings
EventIEEE International Conference on Advanced Learning Technologies - Hybrid, Nicosia, Cyprus
Duration: 1 Jul 20244 Jul 2024

Publication series

NameProceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
ISSN (Electronic)2161-377X

Conference

ConferenceIEEE International Conference on Advanced Learning Technologies
Country/TerritoryCyprus
CityHybrid, Nicosia
Period1/07/244/07/24

Keywords

  • controlled experiment
  • Gamified education
  • learning technologies
  • student academic performance
  • student learning

Publication forum classification

  • Publication forum level 1

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Media Technology
  • Education

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