Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance

被引:979
作者
Hanus, Michael D. [1 ]
Fox, Jesse [1 ]
机构
[1] Ohio State Univ, Columbus, OH 43210 USA
关键词
Virtual reality; Improving classroom teaching; Human-computer interface; Interactive learning environments; Teaching strategies; SELF-DETERMINATION; EXTRINSIC REWARDS; COMPETITION; SCALE;
D O I
10.1016/j.compedu.2014.08.019
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings. (C) 2014 Elsevier Ltd. All rights reserved.
引用
收藏
页码:152 / 161
页数:10
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