3.8 Article

An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance

期刊

SIMULATION & GAMING
卷 45, 期 6, 页码 769-785

出版社

SAGE PUBLICATIONS INC
DOI: 10.1177/1046878114563662

关键词

attitudes; behavior; game attribute taxonomy; game attributes; game element taxonomy; game elements; gamification; gamified learning; learning; learning outcomes; mediation; model; moderation; psychology; serious games; simulation/gaming; taxonomy; theory; training

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Background. The theory of gamified learning provides a theoretical framework to test the impact of gamification efforts upon learner behaviors and attitudes, as well as the effect of these behavioral and attitudinal changes on learning. It does so by providing mediating and moderating processes linking specific game elements to learning outcomes. Aim. This article links specific game elements common to leaderboards (conflict/challenge, rules/goals, and assessment) with a focal learner behavior, time-on-task, by exploring educational research on competition and psychological research on goal-setting theory. Method. The mediating process of the theory of gamified learning is tested experimentally by assigning learners completing an online wiki-based project to a gamified version with a leaderboard or to a control version without a leaderboard. Leaderboard achievement was not tied to course grades. Results. Random assignment to leaderboards supported a causal effect. Students with leaderboards interacted with their project 29.61 more times, on average, than those in a control condition. Bootstrapping was used to support the mediation of the effect of gamification on academic achievement by this amount of time. Conclusion. The mediating process of the theory of gamified instruction is supported. Leaderboards can be used to improve course performance under certain circumstances.

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