TY - GEN
T1 - The Effects of Gamification on Students’ Academic Performance
T2 - IEEE International Conference on Advanced Learning Technologies
AU - Oliveira, Wilk
AU - Scaico, Pasqueline Dantas
AU - Brambilla, Andrea
AU - Soltiyeva, Aiganym
AU - Hamari, Juho
AU - MilHosseini, Seyedhasan
AU - Dindar, Muhterem
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - 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.
AB - 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.
KW - controlled experiment
KW - Gamified education
KW - learning technologies
KW - student academic performance
KW - student learning
U2 - 10.1109/ICALT61570.2024.00020
DO - 10.1109/ICALT61570.2024.00020
M3 - Conference contribution
AN - SCOPUS:85203831017
T3 - Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
SP - 47
EP - 49
BT - Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
A2 - Altinay, Zehra
A2 - Chang, Maiga
A2 - Kuo, Rita
A2 - Tlili, Ahmed
PB - IEEE
Y2 - 1 July 2024 through 4 July 2024
ER -