Abstract

This study investigated the effects of a gamified evaluation policy replacing the “Participation” grading component, which subjectively measured students` preparation, cooperation, and volunteering of answers. Rooted in the principle of Game-based learning, gamification proves its synergic effects of cooperation and competition in global marketing. Educators also document its potential to improve learning outcomes although its technical aspects outweigh its principles. Utilizing online discussion boards and learning status statistics built in an LMS of a general English course, the study adapted gamification to a relative gradingpolicy. Gamified learning environments were designed to assist students in writing an essay and running adiscussion thread, with guaranteed bonus points up to 15% of the final grade. Quantitative analysis revealed satisfaction with the course and grading policy was higher in the intervention; in the control group including“Participation” and in the intervention group, similarities were observed in formal evaluation components including “Exams.” Qualitative analysis on the posts showed gamification improved participants` communicative skills and ability to facilitate online discussions, improvements that were absent in the control group. Well-grounded gamification manifests effective in engaging students with an enjoyable gaming experience. The study discusses extending gamification to education, enhancing the learning progress through constructive competition.

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