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.
Description
Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes | Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
%0 Conference Paper
%1 Denny_2018
%A Denny, Paul
%A McDonald, Fiona
%A Empson, Ruth
%A Kelly, Philip
%A Petersen, Andrew
%B Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
%D 2018
%I ACM
%K engagement gamification self-regulated-learning self-testing
%P Paper 311
%R 10.1145/3173574.3173885
%T Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes
%U https://doi.org/10.1145%2F3173574.3173885
%X 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.
@inproceedings{Denny_2018,
abstract = {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.
},
added-at = {2021-01-11T01:06:01.000+0100},
author = {Denny, Paul and McDonald, Fiona and Empson, Ruth and Kelly, Philip and Petersen, Andrew},
biburl = {https://www.bibsonomy.org/bibtex/20e782f27bec1c318baeace7f7eded33e/brusilovsky},
booktitle = {Proceedings of the 2018 {CHI} Conference on Human Factors in Computing Systems},
description = {Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes | Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems},
doi = {10.1145/3173574.3173885},
interhash = {c634259abb3387e7114e606a6f6633c8},
intrahash = {0e782f27bec1c318baeace7f7eded33e},
keywords = {engagement gamification self-regulated-learning self-testing},
month = apr,
pages = {Paper 311},
publisher = {{ACM}},
timestamp = {2021-01-11T01:06:36.000+0100},
title = {Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes},
url = {https://doi.org/10.1145%2F3173574.3173885},
year = 2018
}