Abstract

“Gamified” active learning has been shown to increase students’ academic performance, engagement, and make more social connections than standard course settings. However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. Our first objective was to evaluate the effectiveness of gamification by using existing techniques (e.g., simple HTML-based games) and readily available collaborative tools (e.g., Wikis) from a typical learning management system (LMS) such as Blackboard. Moreover, our second objective was to examine students’ attitudes towards gamification (e.g., usefulness). Data were collected from 2015 to 2017 (n = 80) at a Midwestern university in the United State using a mixed methods approach. For the quantitative method, online surveys were conducted in an experimental group (class with implementation of gamification) and control group (class without any gamified activities) that were randomly selected from graduate level statistics courses. For the qualitative method, the researcher conducted semi-structured interviews with subjects who addressed their interests to be interviewed during the online survey. A Welch’s independent t-test revealed a significant difference (p < 0.001) in the mean exam scores of experiment and control groups. A difference favored the classes with gamification. More than 70 % of students agreed that gamified activities were either extremely or highly useful in helping them review and/or understand fundamental concepts. In conclusion, using built-in LMS tools to design gamified learning activities may enhance students’ learning outcome/effectiveness, provide more diversified learning methods and motivation, and offer easy modifications for different learning needs.

Highlights

  • To contribute to the present knowledge of gamification in online learning and higher education, our research aims were (1) to investigate whether gamified activities for online graduate-level statistics courses can improve students’ academic performance and perceived statistical competency, (2) to explore whether the implementation of gamification can enhance online students’ engagement, and (3) to examine students’ attitudes toward gamified activities in an online learning environment

  • Due to different approaches in gamification applications based on the interests and needs of various fields, it is still quite challenging to provide successful online gamified environments to enhance academic performance and increase learning motivation and student engagement (Dicheva et al, 2015; Kapp, 2012)

  • The results revealed that the experimental group and control group differed in average exam scores

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Summary

Objectives

Competition & Challenge FeedbackPoints, Rewards, & Leaderboards Levels PlatformRules & Customization Storytelling, Theme, & Role-Playing ReplayabilityImplementation of the Element & Design PrincipleThe goals to review key statistical concepts for exam preparation.Students compete to win extra credits and encounter a variety of challenges in the game settings. Each selected-response question answered correctly is worth one bonus point. If a student has all four correct answers covered diagonally, across a row, and vertically in a column, the student will get a doubled award, which is worth 8 points (4 x 2 = 8). The feedback (i.e., detailed answers and/or explanation videos) is given after students have answered all questions (an example of shortened feedback cycles). This activity gives students the opportunities to earn extra credits. The rows of questions are ranked from easiest to most difficult, with more difficult answers being worth more points (in the form of dollar values). Game mechanics and adaptive mechanisms to meet the players’ skill levels and needs

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