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

Tutkimustuotos: KonferenssiartikkeliTieteellinenvertaisarvioitu

27 Lataukset (Pure)

Abstrakti

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.

AlkuperäiskieliEnglanti
OtsikkoProceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
ToimittajatZehra Altinay, Maiga Chang, Rita Kuo, Ahmed Tlili
KustantajaIEEE
Sivut47-49
Sivumäärä3
ISBN (elektroninen)979-8-3503-6205-3
DOI - pysyväislinkit
TilaJulkaistu - 2024
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
TapahtumaIEEE International Conference on Advanced Learning Technologies - Hybrid, Nicosia, Kypros
Kesto: 1 heinäk. 20244 heinäk. 2024

Julkaisusarja

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

Conference

ConferenceIEEE International Conference on Advanced Learning Technologies
Maa/AlueKypros
KaupunkiHybrid, Nicosia
Ajanjakso1/07/244/07/24

Julkaisufoorumi-taso

  • Jufo-taso 1

!!ASJC Scopus subject areas

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

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