Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes

Honorable Mention
Gamification DesignOnline Learning & MOOC PlatformsK-12 TeachersUniversity Professors & ResearchersVocational Trainers & Coaches

Preparing for exams is an important yet stressful time for many students. Self-testing is known to be an effective preparation strategy, yet some students lack motivation to engage or persist in self-testing activities. Adding game elements to a platform supporting self-testing may increase engagement and, by extension, exam performance. We conduct a randomized controlled experiment (n=701) comparing the effect of two game elements -- a points system and a badge system -- used individually and in combination. We find that the badge system elicits significantly higher levels of voluntary self-testing activity and this effect is particularly pronounced amongst a relatively small cohort. Importantly, this increased activity translates to a significant improvement in exam scores. Our data supports a causal relationship between gamification and learning outcomes, mediated by self-testing behavior. This provides empirical support for Landers' theory of gamified learning when the gamified activity is conducted prior to measuring learning outcomes.

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https://hci.top/en/papers/chi/6090/2018

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Paper Snapshot

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Source
CHI
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Year
2018
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Award
Honorable Mention
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Authors
5 authors
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Subtopics
Gamification Design, Online Learning & MOOC Platforms
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Professions
K-12 Teachers, University Professors & Researchers, Vocational Trainers & Coaches
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Content Status
Abstract only
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