TY - JOUR
T1 - Gamification as a tool for engaging student learning
T2 - A field experiment with a gamified app
AU - Welbers, Kasper
AU - Konijn, Elly A.
AU - Burgers, Christian
AU - Bij de Vaate, Nadia A.J.D.
AU - Eden, Allison
AU - Brugman, Britta C.
PY - 2019/3/1
Y1 - 2019/3/1
N2 - In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase engagement, with personalized (“tailored”) feedback being more effective than generic feedback. The second feature is a session limit that was designed to prevent users from “binging” the game, because this could prevent deep learning. Results showed that generic feedback was more effective than tailored feedback, contrasting our expectations. The session limit, however, did prevent binging without reducing the overall number of sessions played. Our findings suggest that careful consideration of game properties may impact sustaining and encouraging play via a gamified application.
AB - In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase engagement, with personalized (“tailored”) feedback being more effective than generic feedback. The second feature is a session limit that was designed to prevent users from “binging” the game, because this could prevent deep learning. Results showed that generic feedback was more effective than tailored feedback, contrasting our expectations. The session limit, however, did prevent binging without reducing the overall number of sessions played. Our findings suggest that careful consideration of game properties may impact sustaining and encouraging play via a gamified application.
KW - adaptive learning
KW - distributed practice
KW - education
KW - feedback
KW - Gamification
UR - http://www.scopus.com/inward/record.url?scp=85062267225&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85062267225&partnerID=8YFLogxK
U2 - 10.1177/2042753018818342
DO - 10.1177/2042753018818342
M3 - Article
AN - SCOPUS:85062267225
SN - 1741-8887
VL - 16
SP - 92
EP - 109
JO - E-Learning and Digital Media
JF - E-Learning and Digital Media
IS - 2
ER -