Journal
COMPUTERS & EDUCATION
Volume 78, Issue -, Pages 66-77Publisher
PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.compedu.2014.05.005
Keywords
Distance education and telelearning; Gender studies; Human-computer interface; Interactive learning environments; Teaching/learning strategies
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Gamification includes the use of gaming features, such as points or leaderboards, in non-gaming contexts, and is a frequently-discussed trend in education. One way of gamifying the classroom is to introduce leaderboards. Leaderboards allow students to see how they are performing relative to others in the same class. Little empirical research has investigated the impact of leaderboards on academic performance. In this study, 80 female undergraduates took a math test in a virtual representation of a classroom after being exposed to one of three leaderboard conditions: a leaderboard where men held the majority of the top positions, a leaderboard where women held the majority of top positions, and a no leaderboard condition. Participants in the female majority leaderboard condition performed more poorly on the math test than those in the male leaderboard condition, yet demonstrated a higher level of academic identification than those in the male and control conditions. The authors conclude with a discussion of the implications that this study's findings may have for the use of leaderboards within educational environments. (C) 2014 Elsevier Ltd. All rights reserved.
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