Learning and engagement in a gamified course: Investigating the effects of student characteristics.

Abstract: The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18–31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time poin...

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Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 34; no. 5; pp. 492 - 504
Autores principales: Davis, K., Sridharan, H., Koepke, L., Singh, S., Boiko, R.
Formato: research tables/charts Journal Article
Publicado: Wiley-Blackwell Oct2018
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Oct2018
      vid: 34
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      pub: Wiley-Blackwell
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        10.1111/jcal.12254
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        atl: Learning and engagement in a gamified course: Investigating the effects of student characteristics.
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          Davis, K.
          Sridharan, H.
          Koepke, L.
          Singh, S.
          Boiko, R.
        affil: The Information School, University of Washington, WA, 98195, USA
      sug:
        subj:
          Video Games
          Learning Methods
          Informatics Education
          Human
          Student Attitudes
          Mann-Whitney U Test
          Wilcoxon Rank Sum Test
          Kruskal-Wallis Test
          Fisher's Exact Test
          Chi Square Test
          Sex Factors
          Recreation
      ab: Abstract: The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18–31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall, we found positive trends with respect to students' perceptions of gamification's impact on their learning, achievement, and engagement in the course material. Although students who played and identified variously with recreational games were more alike than not, we did uncover one notable difference with respect to how students' gaming frequency impacted their engagement in the course. Nongamers expressed somewhat less motivation to do well in the course than frequent gamers. For all other measures of engagement, however, nongamers appeared to be equally engaged by the gamified format of the course as gamers. There were virtually no differences between male and female students' perceptions of gamification. This study contributes new insight into the conditions under which gamification succeeds or fails in educational settings. These insights will be useful to designers and instructors of gamified learning environments as they seek to engage and support a variety of learners.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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